/// <summary> /// Renvoie les informations de terminology /// </summary> /// <returns>VO_Menu</returns> public VO_Terminology GetTerminologyData() { VO_Terminology terminology = null; RunServiceTask(delegate { terminology = _Business.GetTerminologyData(); }); return(terminology); }
/// <summary> /// Constructeur /// </summary> /// <param name="game"></param> public Screen(Game game, SpriteBatch spriteBatch) : base(game) { _SpriteBatch = spriteBatch; //1 - Couche métier _ScreenBusiness = new ScreenService(); //2 - Récupérer les informations projet _MenuData = _ScreenBusiness.GetMenuData(); _ProjectData = _ScreenBusiness.GetProjectData(); _TerminologyData = _ScreenBusiness.GetTerminologyData(); }
/// <summary> /// Constructeur principal /// </summary> public GameCoreDBSave() { ObjectAnimations = new List<VO_Animation>(); Characters = new List<VO_Character>(); PlayableCharacters = new List<VO_PlayableCharacter>(); Items = new List<VO_Item>(); Actions = new List<VO_Action>(); Events = new List<VO_Event>(); Classes = new List<VO_Class>(); Triggers = new List<VO_Trigger>(); GlobalEvents = new List<VO_GlobalEvent>(); InteractionScripts = new List<VO_Script>(); Menu = new VO_Menu(); Project = new VO_Project(); Variables = new List<VO_Variable>(); Terminology = new VO_Terminology(); }
/// <summary> /// Insère un terminology /// </summary> /// <returns></returns> public static VO_Terminology CreateTerminology() { VO_Terminology terminology = new VO_Terminology() { NewGame = EditorConstants.Instance.TERM_NEWGAME, LoadGame = EditorConstants.Instance.TERM_LOADGAME, LeaveGame = EditorConstants.Instance.TERM_LEAVEGAME, Options = EditorConstants.Instance.TERM_OPTIONS, ReturnTitle = EditorConstants.Instance.TERM_RETURNTITLE, SaveGame = EditorConstants.Instance.TERM_SAVEGAME, SaveState = EditorConstants.Instance.TERM_SAVESTATE, ChoiceNext = EditorConstants.Instance.TERM_CHOICENEXT, ChoicePrevious = EditorConstants.Instance.TERM_CHOICEPREVIOUS }; GameCore.Instance.Game.Terminology = terminology; return(terminology); }
/// <summary> /// Survient lorsque le formulaire devient visible /// </summary> public void InitializeDBTerminology() { //Code de chargement Terminology = GameCore.Instance.Game.Terminology.Clone(); //Désactiver events txtNewGame.TextChanged -= new EventHandler(txtNewGame_TextChanged); txtLoadSave.TextChanged -= new EventHandler(txtLoadSave_TextChanged); txtSaveGame.TextChanged -= new EventHandler(txtSaveGame_TextChanged); txtLeaveGame.TextChanged -= new EventHandler(txtLeaveGame_TextChanged); txtOptions.TextChanged -= new EventHandler(txtOptions_TextChanged); txtSaveState.TextChanged -= new EventHandler(txtSaveState_TextChanged); txtReturnToTitle.TextChanged -= new EventHandler(txtReturnToTitle_TextChanged); txtPrevious.TextChanged -= new EventHandler(txtPrevious_TextChanged); txtNext.TextChanged -= new EventHandler(txtNext_TextChanged); //Bind des infos dans les contrôles txtNewGame.Text = Terminology.NewGame; txtLoadSave.Text = Terminology.LoadGame; txtSaveGame.Text = Terminology.SaveGame; txtLeaveGame.Text = Terminology.LeaveGame; txtOptions.Text = Terminology.Options; txtReturnToTitle.Text = Terminology.ReturnTitle; txtSaveState.Text = Terminology.SaveState; txtPrevious.Text = Terminology.ChoicePrevious; txtNext.Text = Terminology.ChoiceNext; //Réactiver events txtNewGame.TextChanged += new EventHandler(txtNewGame_TextChanged); txtLoadSave.TextChanged += new EventHandler(txtLoadSave_TextChanged); txtSaveGame.TextChanged += new EventHandler(txtSaveGame_TextChanged); txtLeaveGame.TextChanged += new EventHandler(txtLeaveGame_TextChanged); txtOptions.TextChanged += new EventHandler(txtOptions_TextChanged); txtSaveState.TextChanged += new EventHandler(txtSaveState_TextChanged); txtReturnToTitle.TextChanged += new EventHandler(txtReturnToTitle_TextChanged); txtPrevious.TextChanged += new EventHandler(txtPrevious_TextChanged); txtNext.TextChanged += new EventHandler(txtNext_TextChanged); }