public VisualSubsystem(IActorVisualFactory viewFactory, GraphicsDevice graphics, ViewPort viewPort) { _lockObject = new Object(); _actorVisuals = new Dictionary<Int32, List<IActorVisual>>(); _actorVisualMap = new Dictionary<Actor, IActorVisual>(); _graphics = graphics; _viewFactory = viewFactory; _viewPort = viewPort; }
protected override void RegisterVisuals(IActorVisualFactory actorVisualFactory, IResourceDictionary resourceDictionary, SpriteBatch spriteBatch) { base.RegisterVisuals(actorVisualFactory, resourceDictionary, spriteBatch); actorVisualFactory.RegisterVisualFactory<WormActor>(x => new NullVisual(x)); actorVisualFactory.RegisterVisualFactory<EyeFlockActor>(x => new NullVisual(x)); actorVisualFactory.RegisterVisualFactory<BoulderFlockActor>(x => new NullVisual(x)); actorVisualFactory.RegisterVisualFactory<WormFlockActor>(x => new NullVisual(x)); actorVisualFactory.RegisterVisualFactory<TriangleFlockActor>(x => new NullVisual(x)); actorVisualFactory.RegisterVisualFactory<ArrowFlockActor>(x => new NullVisual(x)); actorVisualFactory.RegisterVisualFactory<CircleFlockActor>(x => new NullVisual(x)); actorVisualFactory.RegisterVisualFactory<DiamondFlockActor>(x => new NullVisual(x)); actorVisualFactory.RegisterVisualFactory<SquareFlockActor>(x => new NullVisual(x)); actorVisualFactory.RegisterVisualFactory<SquiggleFlockActor>(x => new NullVisual(x)); actorVisualFactory.RegisterVisualFactory<AmmoMeter>(x => new AmmoMeterVisual(x, spriteBatch, resourceDictionary)); }