コード例 #1
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 public AGSSliderComponent(IGameState state, IInput input, IGameEvents gameEvents, IFocusedUI focus)
 {
     _focus               = focus;
     _state               = state;
     _input               = input;
     _gameEvents          = gameEvents;
     AllowKeyboardControl = true;
     OnValueChanged       = new AGSEvent <SliderValueEventArgs>();
     OnValueChanging      = new AGSEvent <SliderValueEventArgs>();
     input.KeyUp.Subscribe(onKeyUp);
 }
コード例 #2
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        private int _inUpdate; //For preventing re-entrancy

        public UIEventsAggregator(IInput input, IHitTest hitTest, IGameEvents gameEvents, IFocusedUI focus)
        {
            _hitTest             = hitTest;
            _focus               = focus;
            _subscribersToAdd    = new ConcurrentQueue <Subscriber>();
            _subscribersToRemove = new ConcurrentQueue <string>();
            _input               = input;
            _gameEvents          = gameEvents;
            _subscribers         = new List <Subscriber>(100);
            gameEvents.OnRepeatedlyExecute.Subscribe(onRepeatedlyExecute);
        }
コード例 #3
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ファイル: AGSUIFactory.cs プロジェクト: lenoil98/MonoAGS
 public AGSUIFactory(Resolver resolver, IGameState gameState, IGraphicsFactory graphics, IObjectFactory obj,
                     IFocusedUI focusedUI, IFontFactory fonts)
 {
     _fonts     = fonts;
     _resolver  = resolver;
     _gameState = gameState;
     _graphics  = graphics;
     _borders   = graphics.Borders;
     _object    = obj;
     _focus     = focusedUI;
 }
コード例 #4
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ファイル: AGSGameState.cs プロジェクト: ebrucucen/MonoAGS
 public AGSGameState(ICustomProperties globalVariables, IAGSRoomTransitions roomTransitions,
                     Resolver resolver, IFocusedUI focusedUi)
 {
     Speed            = 100;
     Rooms            = new AGSBindingList <IRoom>(10);
     UI               = new AGSConcurrentHashSet <IObject> ();
     GlobalVariables  = globalVariables;
     FocusedUI        = focusedUi;
     _cutscene        = new Lazy <ICutscene> (() => resolver.Container.Resolve <ICutscene>());
     _roomTransitions = roomTransitions;
 }
コード例 #5
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 public AGSUIFactory(Resolver resolver, IGameState gameState, IGraphicsFactory graphics, IObjectFactory obj,
                     IGameSettings settings, IFocusedUI focusedUI)
 {
     _settings  = settings;
     _resolver  = resolver;
     _gameState = gameState;
     _graphics  = graphics;
     _borders   = graphics.Borders;
     _object    = obj;
     _focus     = focusedUI;
 }
コード例 #6
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        public AGSTextBoxComponent(IBlockingEvent <TextBoxKeyPressingEventArgs> onPressingKey,
                                   IInput input, IGame game, IKeyboardState keyboardState, IFocusedUI focusedUi)
        {
            CaretFlashDelay = 10;
            _keyboardState  = keyboardState;
            _focusedUi      = focusedUi;
            OnPressingKey   = onPressingKey;
            _game           = game;

            input.KeyDown.Subscribe(onKeyDown);
            input.KeyUp.Subscribe(onKeyUp);
        }
コード例 #7
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        public KeyboardMovement(IInput input, IFocusedUI focusedUi)
        {
            _focusedUi = focusedUi;
            Enabled    = true;
            _up        = new AGSConcurrentHashSet <Key> ();
            _down      = new AGSConcurrentHashSet <Key> ();
            _left      = new AGSConcurrentHashSet <Key> ();
            _right     = new AGSConcurrentHashSet <Key> ();
            _keysDown  = new AGSConcurrentHashSet <Key> ();

            input.KeyDown.SubscribeToAsync(onKeyDown);
            input.KeyUp.SubscribeToAsync(onKeyUp);
        }
コード例 #8
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ファイル: KeyboardMovement.cs プロジェクト: saizant/MonoAGS
        public KeyboardMovement(ICharacter character, IInput input, IFocusedUI focusedUi, KeyboardMovementMode mode)
        {
            _character = character;
            _focusedUi = focusedUi;
            Enabled    = true;
            Mode       = mode;
            _up        = new AGSConcurrentHashSet <Key> ();
            _down      = new AGSConcurrentHashSet <Key> ();
            _left      = new AGSConcurrentHashSet <Key> ();
            _right     = new AGSConcurrentHashSet <Key> ();
            _keysDown  = new AGSConcurrentHashSet <Key> ();

            input.KeyDown.SubscribeToAsync(onKeyDown);
            input.KeyUp.SubscribeToAsync(onKeyUp);
        }
コード例 #9
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ファイル: AGSGameState.cs プロジェクト: saizant/MonoAGS
 public AGSGameState(ICustomProperties globalVariables, IAGSRoomTransitions roomTransitions,
                     Resolver resolver, IFocusedUI focusedUi, IViewport viewport)
 {
     Speed = 100;
     Rooms = new AGSBindingList <IRoom>(10);
     UI    = new AGSConcurrentHashSet <IObject> ();
     SecondaryViewports     = new AGSBindingList <IViewport>(5);
     viewport.RoomProvider  = this;
     viewport.Camera.Target = () => Player;
     Viewport         = viewport;
     GlobalVariables  = globalVariables;
     FocusedUI        = focusedUi;
     _cutscene        = new Lazy <ICutscene> (() => resolver.Container.Resolve <ICutscene>());
     _roomTransitions = roomTransitions;
 }
コード例 #10
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 public AGSGameState(ICustomProperties globalVariables, IRoomTransitions roomTransitions,
                     Resolver resolver, IFocusedUI focusedUi, IViewport viewport,
                     IEvent <RoomTransitionEventArgs> onRoomChangeRequired, IAGSCursor cursor)
 {
     Speed                  = 100;
     _cursor                = cursor;
     Rooms                  = new AGSBindingList <IRoom>(10);
     UI                     = new AGSConcurrentHashSet <IObject> ();
     SecondaryViewports     = new AGSBindingList <IViewport>(5);
     RoomTransitions        = roomTransitions;
     viewport.RoomProvider  = this;
     viewport.Camera.Target = () => Player;
     Viewport               = viewport;
     GlobalVariables        = globalVariables;
     FocusedUI              = focusedUi;
     _cutscene              = new Lazy <ICutscene> (() => resolver.Container.Resolve <ICutscene>());
     OnRoomChangeRequired   = onRoomChangeRequired;
     _viewports             = new ViewportCollection(this);
 }
コード例 #11
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 public AGSModalWindowComponent(IModalWindows modalWindows, IFocusedUI focusedUI, IGameEvents gameEvents)
 {
     _modalWindows = modalWindows;
     _focusedUi    = focusedUI;
 }
コード例 #12
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 public AGSModalWindowComponent(IModalWindows modalWindows, IFocusedUI focusedUI)
 {
     _modalWindows = modalWindows;
     _focusedUi    = focusedUI;
 }