public LoadCharacterState(CombatSystem cSys, EntityMaintenanceSystem eMaintSys, EntityManager eMan, StateMachine sMach) { combatSystem = cSys; entityMaintenanceSystem = eMaintSys; entityManager = eMan; stateSystem = sMach; }
public SaveCharacterControl(CombatSystem cSys, EntityMaintenanceSystem entMaintSys, EntityManager eMan, NameSystem nSys) { combatSystem = cSys; entityMaintenanceSystem = entMaintSys; entityManager = eMan; nameSystem = nSys; }
public NewCharacterState(CombatSystem cSys, EntityMaintenanceSystem eSys, EntityManager eMan, StateMachine sMach, PlayerSystem pSys, AISystem aiSys) { combatSystem = cSys; entMaintenanceSystem = eSys; playerSystem = pSys; entityManager = eMan; stateSystem = sMach; aiSystem = aiSys; }
public TownState(CombatSystem cSys, EntityMaintenanceSystem entSys, EntityManager eMan, NameSystem nSys, StateMachine sM, PlayerSystem pS, GameMap gMap) { entMaintenanceSystem = entSys; stateSystem = sM; playerSystem = pS; gameMap = gMap; saveControl = new SaveCharacterControl(cSys, entSys, eMan, nSys); }
public EnemyGenerator(Lua Lua, CombatSystem cSys, EntityManager eMan) { combatSystem = cSys; entityManager = eMan; lua = Lua; RegisterLuaFunctions(); instance = this; }
public CombatState(Lua Lua, EffectSystem eSys, NameSystem nSys, PlayerSystem pSys, EntityManager eMan,CombatSystem cSys,GameMap gMap, StateMachine sMach) { lua = Lua; effectSystem = eSys; combatSystem = cSys; nameSystem = nSys; playerSystem = pSys; entityManager = eMan; gameMap = gMap; stateSystem = sMach; RegisterLuaFunctions(); }
public EntityMaintenanceSystem(EffectSystem eSys, EntityManager eMan, EquipmentSystem eqSys, ExperienceSystem xSys, GearSystem gSys, ItemInventorySystem invSys, ItemSystem iSys, NameSystem nSys, PlayerSystem pSys, ProfessionSystem profSys, StatsSystem sSys, StatModifierSystem smSys) { effectSystem = eSys; entityManager = eMan; equipmentSystem = eqSys; experienceSystem = xSys; gearSystem = gSys; inventorySystem=invSys; itemSystem = iSys; nameSystem = nSys; playerSystem = pSys; professionSystem = profSys; statsSystem = sSys; modifierSystem = smSys; }
public MessageDispatcher(EntityManager eM) { entityManager = eM; instance = this; }
public ItemGenerator(EntityManager eM, StatModifierSystem smSys) { entityManager = eM; modifierSystem = smSys; instance = this; }
public GameOverState(NameSystem nS, StateMachine sM, EntityManager eM) { nameSystem = nS; stateSystem = sM; entityManager = eM; }
private void InitializeSuperSystems() { entityMaintenanceSystem = new EntityMaintenanceSystem(effectSystem, entityManager, equipmentSystem, experienceSystem, gearSystem, inventorySystem, itemSystem, nameSystem, playerSystem, professionSystem, statsSystem, modifierSystem); combatSystem = new CombatSystem(lua, actionSystem, aInventorySystem, aiSystem, dropSystem, effectSystem, entityMaintenanceSystem, experienceSystem, inventorySystem, nameSystem, playerSystem, statsSystem); entityManager = new EntityManager(stateSystem, dropSystem, playerSystem, statsSystem, itemSystem, modifierSystem, effectSystem, equipmentSystem, aiSystem, gearSystem, experienceSystem, inventorySystem, nameSystem, professionSystem, actionSystem, aInventorySystem, combatSystem, entityMaintenanceSystem); messageDispatcher = new MessageDispatcher(entityManager); itemGenerator = new ItemGenerator(entityManager, modifierSystem); enemyGenerator = new EnemyGenerator(lua, combatSystem, entityManager); }
public bool Extract(CombatSystem combatSystem, EntityMaintenanceSystem entityMaintenanceSystem, EntityManager entityManager) { entityManager.AddEntity(character); entityManager.RegisterEntityComponents(character.ID); entityManager.AddEntity(profession); entityManager.RegisterEntityComponents(profession.ID); entityMaintenanceSystem.SetProfessionID(character.ID, profession.ID); for (int i = 0; i < equippedItems.Count; i++) { entityManager.AddEntity(equippedItems[i]); entityManager.RegisterEntityComponents(equippedItems[i].ID); } for (int i = 0; i < inventoryContents.Count; i++) { entityManager.AddEntity(inventoryContents[i]); entityManager.RegisterEntityComponents(inventoryContents[i].ID); } for (int i = 0; i < actionItems.Count; i++) { entityManager.AddEntity(actionItems[i]); entityManager.RegisterEntityComponents(actionItems[i].ID); } combatSystem.AddAIState(character.ID, "player"); entityMaintenanceSystem.UpdateCurrentStatValues(character.ID); for (int i = 0; i < 4; i++) { combatSystem.Draw(character.ID, 0); } return true; }