/// <summary> /// Initializes the game and sets up networking and driver classes /// </summary> /// <param name="networkManager"></param> /// <param name="audio"></param> /// <param name="input"></param> /// <param name="assets"></param> public void Initialize(NetworkManager networkManager, AudioManager audio, InputManager input, Assets assets) { if (CurState == GameEngineState.InActive) { network = networkManager; audioManager = audio; this.input = input; this.assets = assets; Players = new List <ClientPlayer>(); CurState = GameEngineState.Loaded; emitter = new RayEmitter(); } }
public virtual void Initialize(ComponentCache componentCache, GameEngineState gameEngineState) { }
public virtual void Initialize(ComponentCache componentCache, GameEngineState gameEngineState, string[] sofaFileName) { }
public override void Initialize(ComponentCache componentCache, GameEngineState gameEngineState) { PhononFmod.iplFmodSetEnvironment(gameEngineState.SimulationSettings(), gameEngineState.Environment().GetEnvironment(), gameEngineState.ConvolutionType()); }
/// <summary> /// Driver class for in-game logic /// </summary> /// <param name="driver"></param> public GameEngine(CStrike2D driver) { this.driver = driver; CurState = GameEngineState.InActive; }
public GameEngineEventArgs(GameEngineState gameState) { this.GameState = gameState; }
public GameEngineEventArgs(GameEngineState gameState) { this.GameState = gameState; }