Esempio n. 1
0
        public ClientShipManager(
            ParticleManager particleManager,
            PlayerShipManager playerShipManager,
            SpriteBatch spriteBatch,
            TextureManager textureManager,
            SimulationManager simulationManager,
            TargetingService targetManager,
            TeamManager teamManager,
            ProjectileManager projectileManager,
            MessageService_ToServer messageService,
            IClientPlayerInfoManager clientPlayerInfoManager,
            bool simulateNPCs)
        {
            _shipList = new Dictionary <int, Ship>();

            _particleManager         = particleManager;
            _playerShipManager       = playerShipManager;
            _spriteBatch             = spriteBatch;
            _textureManager          = textureManager;
            _simulationManager       = simulationManager;
            _targetManager           = targetManager;
            _teamManager             = teamManager;
            _messageService          = messageService;
            _projectileManager       = projectileManager;
            _updateIgnoreList        = new HashSet <int>();
            _simulateNPCs            = simulateNPCs;
            _positionUpdateList      = new HashSet <Ship>();
            _clientPlayerInfoManager = clientPlayerInfoManager;
        }
Esempio n. 2
0
        double _shortClickTime = 300;//ms, Minimum amount of time before button is considered "held"

        public SelectionManager(
            TextDrawingService textDrawingService,
            SpriteBatch spriteBatch,
            ClientShipManager clientShipManager,
            MessageService_ToServer messageManager,
            PhysicsManager physicsManager,
            PlayerShipManager playerShipManager,
            TargetingService targetingService,
            UIConversionService uiConversionService)
        {
            _textDrawingService  = textDrawingService;
            _spriteBatch         = spriteBatch;
            _clientShipManager   = clientShipManager;
            _messageManager      = messageManager;
            _physicsManager      = physicsManager;
            _playerShipManager   = playerShipManager;
            _targetingManager    = targetingService;
            _uiConversionService = uiConversionService;
        }
 /// <summary>
 /// Class used in managers which have references to PlayerShipManager, keeps PlayerShip.Id and ActiveShipID in sync.
 /// Setting ActiveShipID fails with an exception. It's ugly, but it shouldn't happen.
 /// </summary>
 public PlayablePlayerInfoManager(PlayerShipManager playerShipManager)
 {
     _playerShipManager = playerShipManager;
 }