public MeteorsManager(GameContext gameContext, IMeteorFactory meteorFactory, ICollisionSystem collisionSystem, SoundEffect incomingSoundEffect) { _gameContext = gameContext ?? throw new ArgumentNullException(nameof(gameContext)); _meteorFactory = meteorFactory ?? throw new ArgumentNullException(nameof(meteorFactory)); _collisionSystem = collisionSystem ?? throw new ArgumentNullException(nameof(collisionSystem)); _incomingSoundEffect = incomingSoundEffect ?? throw new ArgumentNullException(nameof(incomingSoundEffect)); }
private void ColSystemChanged() { if (CS.ColSysName != ChooseCollision().ColSysName) { CS = null; CS = ChooseCollision(); } }
public GameState() { _collisionSystem = new ArcadeCollisionSystem(true); EntityWorld.RegisterUpdateSystems(new InputSystem(), new PhysicsSystem(), new AnimationSystem(new AnimationMapper())); EntityWorld.RegisterRenderSystem(new RenderSystem()); _castle = new Castle(); _miniMap = new MiniMap(20, 20, 16, "minimap", 2); }
private void Start() { // Initial size (metres), initial centre position, minimum node size (metres), looseness collisionSystem = new CollisionSystem() { worldSize = worldSize.ToLFloat(), pos = pos.ToLVector3(), minNodeSize = minNodeSize.ToLFloat(), loosenessval = loosenessval.ToLFloat() }; collisionSystem.DoStart(InterestingMasks, allTypes); //init prefab const int size = 4; void CreatePrefab(CBaseShape collider) { var prefab = new ColliderPrefab(); prefab.parts.Add(new ColliderPart() { transform = new CTransform2D(LVector2.zero), collider = collider }); prefabs.Add(prefab); } for (int i = 1; i < size; i++) { for (int j = 1; j < size; j++) { CreatePrefab(new CAABB(new LVector2(i, j))); CreatePrefab(new COBB(new LVector2(i, j), LFloat.zero)); CreatePrefab(new CCircle(((i + j) * 0.5f).ToLFloat())); } } for (int i = 0; i < count; i++) { int layerType = 0; var rawColor = Color.white; bool isStatic = true; if (i < percent * count * 2) { layerType = 1; isStatic = false; rawColor = Color.yellow; if (i < percent * count) { rawColor = Color.green; layerType = 2; } } var proxy = CreateType(layerType, isStatic, rawColor); collisionSystem.AddCollider(proxy); } }
// Token: 0x0600027D RID: 637 RVA: 0x000079FD File Offset: 0x00005BFD public void OnDrawGizmos() { ICollisionSystem collisionSystem = this.collisionSystem; if (collisionSystem != null) { collisionSystem.DrawGizmos(); } }
/// <summary> /// Constructor for our reptile /// </summary> /// <param name="lengthOfSnake">The starting length of our reptile</param> public Snake(ICollisionSystem collisionSystem, int lengthOfSnake, int gameAreaWidth, int gameAreaHeight) { _startingLength = lengthOfSnake; _bits = InitSnake(lengthOfSnake); _gameAreaWidth = gameAreaWidth; _gameAreaHeight = gameAreaHeight; _collisionSystem = collisionSystem; }
void Start() { OnPlayerReady.AddListener(HandleOnPlayerReady); loadOperations = new List <AsyncOperation>(); Random.InitState(1); tileSize = 3 * Meteor.GetComponent <SpriteRenderer>().sprite.bounds.max.x; CS = ChooseCollision(); GenerateField(); line = this.gameObject.AddComponent <LineRenderer>(); // Set the width of the Line Renderer line.SetWidth(0.05F, 0.05F); // Set the number of vertex fo the Line Renderer line.positionCount = 2; }
public override void DoStart() { if (_instance != this) { Debug.LogError("Duplicate CollisionSystemAdapt!"); return; } var collisionSystem = new CollisionSystem() { worldSize = worldSize, pos = pos, minNodeSize = minNodeSize, loosenessval = loosenessval }; Debug.Trace($"worldSize:{worldSize} pos:{pos} minNodeSize:{minNodeSize} loosenessval:{loosenessval}"); this.collisionSystem = collisionSystem; collisionSystem.DoStart(collisionMatrix, allTypes); collisionSystem.funcGlobalOnTriggerEvent += GlobalOnTriggerEvent; }
public GameScreen(IScreenManager screenManager, int rendererWidth, int rendererHeight) : base(ScreenType.Screen) { _collisionSystem = new CollisionSystem(); _snake = new Snake(_collisionSystem, 5, 60, 30); _foods = new List <Food>(); _rendererWidth = rendererWidth; _rendererHeight = rendererHeight; _screenManager = screenManager; foreach (var bit in _snake.GetBits()) { _collisionSystem.Add(bit); } UpdateScore(); _collisionSystem.OnCollisionDetected += CollisionSystem_OnCollisionDetected; }
public PlayerManager(IPlayerFactory playerFactory, ICollisionSystem collisionSystem) { _playerFactory = playerFactory ?? throw new ArgumentNullException(nameof(playerFactory)); _collisionSystem = collisionSystem ?? throw new ArgumentNullException(nameof(collisionSystem)); }
public BonusManager(GameContext gameContext, IBonusFactory bonusFactory, ICollisionSystem collisionSystem) { _gameContext = gameContext ?? throw new ArgumentNullException(nameof(gameContext)); _bonusFactory = bonusFactory ?? throw new ArgumentNullException(nameof(bonusFactory)); _collisionSystem = collisionSystem ?? throw new ArgumentNullException(nameof(collisionSystem)); }
public PlayerProjectilesManager(IProjectileFactory projectileFactory, ICollisionSystem collisionSystem) { _projectileFactory = projectileFactory ?? throw new ArgumentNullException(nameof(projectileFactory)); _collisionSystem = collisionSystem ?? throw new ArgumentNullException(nameof(collisionSystem)); }
public EnemiesManager(IEnemyFactory enemyFactory, ICollisionSystem collisionSystem) { _enemyFactory = enemyFactory ?? throw new ArgumentNullException(nameof(enemyFactory)); _collisionSystem = collisionSystem ?? throw new ArgumentNullException(nameof(collisionSystem)); }