Esempio n. 1
0
        public Realm(RealmInfomation realm_infomation)
        {
            _RealmInfomation = realm_infomation;

            _Updater         = new TimesharingUpdater(1f / 10f);
            _QueryRequesters = new Queue <Value <Map> >();
            _Dungeons        = new List <Dungeon>();
        }
Esempio n. 2
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        public Zone(RealmInfomation[] realm_infomations)
        {
            this._Realms = new Dictionary <string, Realm>();
            _Updater     = new TimesharingUpdater(1f / 10f);
            if (realm_infomations == null)
            {
                throw new System.NullReferenceException();
            }



            foreach (var realm_infomation in realm_infomations)
            {
                var realm = new Realm(realm_infomation);
                this._Realms.Add(realm_infomation.Name, realm);
                _Updater.Add(realm);
            }
        }
Esempio n. 3
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        public Dungeon(RealmInfomation realm_infomation)
        {
            _RealmInfomation = realm_infomation;
            _Valid           = true;
            _Map             = new Map();
            _WaitingRoom     = new List <Entity>();
            _Updater         = new TimesharingUpdater(1.0f / 30.0f);
            _Aboriginals     = new List <Aboriginal>();

            _EntityEnteranceResource = realm_infomation.EntityEnteranceResource;

            /*_EntityEnteranceResource = new Dictionary<ENTITY, int>
             * {
             *  { ENTITY.ACTOR1, 10},
             *  { ENTITY.ACTOR2, 20},
             *  { ENTITY.ACTOR3, 20},
             *  { ENTITY.ACTOR4, 20},
             *  { ENTITY.ACTOR5, 20},
             * };*/
            _EntityFieldResource = realm_infomation.EntityFieldResource;

            /*_EntityFieldResource = new Dictionary<ENTITY, int>
             * {
             *  { ENTITY.ACTOR1, 10},
             *  { ENTITY.ACTOR2, 10},
             *  { ENTITY.ACTOR3, 10},
             *  { ENTITY.ACTOR4, 10},
             *  { ENTITY.ACTOR5, 10},
             * };*/

            _LevelUnitToGroupBuilder = new Dictionary <Data.LEVEL_UNIT, EntityGroupBuilder>();
            foreach (var mazeUnitInfomation in _RealmInfomation.Maze.MazeUnits)
            {
                _LevelUnitToGroupBuilder.Add(mazeUnitInfomation.Type, new EntityGroupBuilder(mazeUnitInfomation.Name, _Map, this));
            }
        }