Esempio n. 1
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 public BuildNewGameEvent(object source, GameSettings settings)
     : base(source) {
     Settings = settings;
 }
Esempio n. 2
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        // called by MonoGameManager when the existing scene is prepared
        public void BuildAndLoadNewGame(GameSettings settings) {
            GameState = GameState.Building;
            // building the level begins here when implemented
            Settings = settings;
            HumanPlayer = CreateHumanPlayer(settings);

            GameState = GameState.Loading;
            // tell ManagementObjects to drop its children (including SaveGameManager!) before the scene gets reloaded
            _eventMgr.Raise<SceneChangingEvent>(new SceneChangingEvent(this, SceneLevel.GameScene));
            D.Log("Application.LoadLevel({0}) being called.", SceneLevel.GameScene.GetValueName());
            Application.LoadLevel((int)SceneLevel.GameScene);
        }
Esempio n. 3
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 private HumanPlayer CreateHumanPlayer(GameSettings gameSettings) {
     HumanPlayer humanPlayer = new HumanPlayer(gameSettings.UserPlayerRace);
     return humanPlayer;
 }
Esempio n. 4
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 /// <summary>
 /// Temporary method that simulates the launch of a game from the Lobby, for use when
 /// starting in GameScene.
 /// </summary>
 private void __SimulateBuildGameFromLobby_Step1() {
     GameState = GameState.Lobby;  // avoids the Illegal state transition Error
     GameState = GameState.Building;
     GameSettings settings = new GameSettings {
         IsSavedGame = true,
         UniverseSize = _playerPrefsMgr.UniverseSize,
         UserPlayerRace = new Race(new RaceStat(_playerPrefsMgr.UserPlayerSpeciesSelection, "Maxii", new StringBuilder("Maxii description"), _playerPrefsMgr.UserPlayerColor))
     };
     Settings = settings;
     HumanPlayer = CreateHumanPlayer(settings);
     GameState = GameState.Loading;
 }