コード例 #1
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 public PlayersController(IPlayersRepository playersRepository, IMapper mapper, IGameStateManager gameStateManager, AppSettings appSettings)
 {
     this.playersRepository = playersRepository;
     this.appSettings       = appSettings;
     this.mapper            = mapper;
     this.gameStateManager  = gameStateManager;
 }
コード例 #2
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        public MainWindow(IGameStateManager gameStateManager, World world) : base(1280, 720, GraphicsMode.Default, "ft_vox", GameWindowFlags.Default, DisplayDevice.Default, 4, 0, GraphicsContextFlags.Default)
        {
            VSync             = VSyncMode.Off;
            _gameStateManager = gameStateManager;

            _gameStateManager.OnGameStateChanged += OnGameStateChanged;
        }
コード例 #3
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ファイル: PawnsController.cs プロジェクト: t0x3e8/Admiral
 public PawnsController(IPawnsRepository pawnsRepository, IMapper mapper, IGameStateManager gameStateManager, IBattleActionSimulator battleActionSimulator)
 {
     this.pawnsRepository       = pawnsRepository;
     this.mapper                = mapper;
     this.gameStateManager      = gameStateManager;
     this.battleActionSimulator = battleActionSimulator;
 }
コード例 #4
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 public GameState(Game game)
     : base(game)
 {
     StateManager = (IGameStateManager)game.Services.GetService(typeof(
                                                                    IGameStateManager));
     Input = (IInputHandler)game.Services.GetService(typeof(
                                                         IInputHandler));
 }
コード例 #5
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ファイル: MarketSimulator.cs プロジェクト: pedroaz/MarketGame
 public MarketSimulator(ILogService logService, IGameStateManager gameStateManager,
                        IGameFactory gameFactory, IRandomService randomService)
 {
     this.logService       = logService;
     this.gameStateManager = gameStateManager;
     this.gameFactory      = gameFactory;
     this.randomService    = randomService;
 }
コード例 #6
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 public GameState(Game game)
     : base(game)
 {
     GameManager = (IGameStateManager)game.Services.GetService(
         typeof(IGameStateManager));
     Input = (IInputHandler)game.Services.GetService(
         typeof(IInputHandler));
 }
コード例 #7
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 public void Inject(IContainer container)
 {
     _playerTargetingService = container.Get <IPlayerTargetingService>();
     _playerMovementService  = container.Get <IPlayerMovementService>();
     _playerCollisionService = container.Get <IPlayerCollisionService>();
     _gameStateManager       = container.Get <IGameStateManager>();
     _configStorage          = container.Get <IConfigStorage>();
 }
コード例 #8
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 public FourPlayerLevel(
     IPongGame pongGame,
     ISettings settings,
     IGameStateManager gameStateManager)
     : base(pongGame, gameStateManager)
 {
     _settings = settings;
 }
コード例 #9
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 public RuntimeInstancesManager(IGameStateManager gameStateManager, IAssetResolver assetResolver)
 {
     _gameStateManager = gameStateManager;
     _assetResolver    = assetResolver;
     _sceneRuntimeInstancesManagers = new Dictionary <int, ISceneRuntimeInstancesManager>();
     SceneManager.sceneLoaded      += SceneManagerOnSceneLoaded;
     SceneManager.sceneUnloaded    += SceneManagerOnSceneUnloaded;
 }
コード例 #10
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        protected AbstractGameState(Game game) : base(game)
        {
            tag = this;

            childComponents = new List <GameComponent>();
            content         = game.Content;

            manager = (IGameStateManager)Game.Services.GetService(typeof(IGameStateManager));
        }
コード例 #11
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 public StatefulUIManager(
     IInputManager inputManager,
     IBatchedDrawingService drawingService,
     IGameWindowService windowService,
     ContentManager contentManager,
     IGameStateManager stateManager) : base(inputManager, drawingService, windowService, contentManager)
 {
     this.stateManager = stateManager;
 }
コード例 #12
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 public GameProcessManager(
     IClientManager clientManager,
     IConnectionManager connectionManager,
     IGameStateManager gameStateManager,
     ISocketManager socketManager)
 {
     _clientManager     = clientManager;
     _connectionManager = connectionManager;
     _gameStateManager  = gameStateManager;
     _socketManager     = socketManager;
 }
コード例 #13
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 public TrixelParticleSystem(Game game, TrixelParticleSystem.Settings settings)
     : base(game)
 {
     this.settings            = settings;
     this.DrawOrder           = 10;
     this.PhysicsManager      = ServiceHelper.Get <IPhysicsManager>();
     this.CameraManager       = ServiceHelper.Get <IGameCameraManager>();
     this.GameState           = ServiceHelper.Get <IGameStateManager>();
     this.LightingPostProcess = ServiceHelper.Get <ILightingPostProcess>();
     this.CollisionManager    = ServiceHelper.Get <ICollisionManager>();
 }
コード例 #14
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ファイル: GameState.cs プロジェクト: jeffbernard/fcbrd
        /// <summary>
        /// Initializes the game state
        /// </summary>
        /// <param name="manager">Game state manager</param>
        /// <param name="name">Name of the game state</param>
        /// <param name="blockDrawing">Whether or not to block other states from drawing</param>
        /// <param name="blockUpdate">Whether or not to block other states from updating</param>
        public GameState(IGameStateManager manager, string name, bool blockDrawing, bool blockUpdate)
        {
            Trace.Info("new GameState(name = {0}, BlockDrawing = {1}, BlockUpdates = {2}", name, blockDrawing, blockUpdate);
            manager.Add(name, this);

            BlockDrawing = blockDrawing;
            BlockUpdates = blockUpdate;
            OnUpdate = FireUpdate;
            Update += UpdateBitmaps;
            Draw = DrawBitmaps;
        }
コード例 #15
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ファイル: TrixelParticleSystem.cs プロジェクト: Zeludon/FEZ
 public TrixelParticleSystem(Game game, TrixelParticleSystem.Settings settings)
   : base(game)
 {
   this.settings = settings;
   this.DrawOrder = 10;
   this.PhysicsManager = ServiceHelper.Get<IPhysicsManager>();
   this.CameraManager = ServiceHelper.Get<IGameCameraManager>();
   this.GameState = ServiceHelper.Get<IGameStateManager>();
   this.LightingPostProcess = ServiceHelper.Get<ILightingPostProcess>();
   this.CollisionManager = ServiceHelper.Get<ICollisionManager>();
 }
コード例 #16
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ファイル: ChessMatchState.cs プロジェクト: BartSiwek/Chess
        public ChessMatchState(Game game)
        {
            //Managers
            m_inputManger      = (IInputManager)game.Services.GetService(typeof(IInputManager));
            m_gameStateManager = (IGameStateManager)game.Services.GetService(typeof(IGameStateManager));
            m_graphicsManager  = (IGraphicsManager)game.Services.GetService(typeof(IGraphicsManager));
            m_resourceManager  = (IResourceManager)game.Services.GetService(typeof(IResourceManager));
            m_audioManager     = (IAudioManager)game.Services.GetService(typeof(IAudioManager));

            //Chess match stuff
            m_matchState = WhitePiecePicking.GetMatchState(this);
            m_chessMatch = new ChessMatch(this);
        }
コード例 #17
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        public MenuGameState(Game game)
        {
            m_gameStateManager = (IGameStateManager)game.Services.GetService(typeof(IGameStateManager));
            m_resourceManager  = (IResourceManager)game.Services.GetService(typeof(IResourceManager));
            m_audioManager     = (IAudioManager)game.Services.GetService(typeof(IAudioManager));
            m_graphicsManager  = (IGraphicsManager)game.Services.GetService(typeof(IGraphicsManager));

            m_serviceHelper = new ServiceHelper();
            m_serviceHelper.Initialize(m_graphicsManager.GraphicsDevice, game.Content);

            m_forms = new FormCollection();
            InitializeUI();
        }
コード例 #18
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ファイル: Tutorial.cs プロジェクト: ARLM-Attic/xna-xen
        public void Initalise(IGameStateManager stateManager)
        {
            this.stateManager = stateManager;

            //display an incredibly complex line of text
            this.menuText = new TextElementRect(new Vector2(400, 100));
            this.menuText.Text.SetText("Press a button to start a new game!");
            this.menuText.VerticalAlignment       = VerticalAlignment.Centre;
            this.menuText.HorizontalAlignment     = HorizontalAlignment.Centre;
            this.menuText.TextHorizontalAlignment = TextHorizontalAlignment.Centre;

            //set the text font (using global content)
            stateManager.Application.Content.Add(this);
        }
コード例 #19
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ファイル: Tutorial.cs プロジェクト: ARLM-Attic/xna-xen
        public void Initalise(IGameStateManager stateManager)
        {
            this.stateManager = stateManager;

            //Put up a beautiful and intricate loading bar (a green box on top of a black box)
            this.loadingBar        = new SolidColourElement(Color.Lime, new Vector2(0, 0.15f), true);
            this.loadingBackground = new SolidColourElement(Color.Black, new Vector2(0.52f, 0.17f), true);

            this.loadingBar.Position        = new Vector2(0.25f, 0.35f);
            this.loadingBackground.Position = new Vector2(0.24f, 0.34f);

            //tell the next state (in this case, it'll be the game) to begin loading
            this.stateToLoad.BeginLoad();
        }
コード例 #20
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 public GlitchyRespawner(Game game, TrileInstance instance, bool soundEmitter)
     : base(game)
 {
     this.UpdateOrder         = -2;
     this.DrawOrder           = 10;
     this.Instance            = instance;
     this.EmitOrNot           = soundEmitter;
     this.TargetRenderer      = ServiceHelper.Get <ITargetRenderingManager>();
     this.LightingPostProcess = ServiceHelper.Get <ILightingPostProcess>();
     this.LevelMaterializer   = ServiceHelper.Get <ILevelMaterializer>();
     this.GameState           = ServiceHelper.Get <IGameStateManager>();
     this.CameraManager       = ServiceHelper.Get <IDefaultCameraManager>();
     this.LevelManager        = ServiceHelper.Get <IGameLevelManager>();
     this.CMProvider          = ServiceHelper.Get <IContentManagerProvider>();
 }
コード例 #21
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        public GameStateMainMenu(Game game,
                                 IBatchedDrawingService drawingService,
                                 IInputManager inputManager,
                                 IGameStateManager stateService,
                                 IGameWindowService windowService)
            : base(drawingService)
        {
            this.frameRateCalculator = new FrameRateCalculator();
            this.inputManager        = inputManager;
            this.stateService        = stateService;
            this.windowService       = windowService;
            Game = game;

            styles = new List <StyleDefinition>();
        }
コード例 #22
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ファイル: GlitchyRespawner.cs プロジェクト: Zeludon/FEZ
 public GlitchyRespawner(Game game, TrileInstance instance, bool soundEmitter)
   : base(game)
 {
   this.UpdateOrder = -2;
   this.DrawOrder = 10;
   this.Instance = instance;
   this.EmitOrNot = soundEmitter;
   this.TargetRenderer = ServiceHelper.Get<ITargetRenderingManager>();
   this.LightingPostProcess = ServiceHelper.Get<ILightingPostProcess>();
   this.LevelMaterializer = ServiceHelper.Get<ILevelMaterializer>();
   this.GameState = ServiceHelper.Get<IGameStateManager>();
   this.CameraManager = ServiceHelper.Get<IDefaultCameraManager>();
   this.LevelManager = ServiceHelper.Get<IGameLevelManager>();
   this.CMProvider = ServiceHelper.Get<IContentManagerProvider>();
 }
コード例 #23
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ファイル: Tutorial.cs プロジェクト: ARLM-Attic/xna-xen
        public void Initalise(IGameStateManager stateManager)
        {
            this.stateManager = stateManager;

            //put some text up...
            this.startText = new TextElementRect(new Vector2(400, 100));
            this.startText.Text.SetText("Press the START button to begin");
            this.startText.VerticalAlignment       = VerticalAlignment.Centre;
            this.startText.HorizontalAlignment     = HorizontalAlignment.Centre;
            this.startText.TextHorizontalAlignment = TextHorizontalAlignment.Centre;
            this.startText.Colour = Color.Red;

            //set the text font
            stateManager.Application.Content.Add(this);
        }
コード例 #24
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        public GameStateNetworkingManager(
            int managerID,
            IGameStateManager gameStateManager,
            LidgrenNetworkingService networkingService,
            MessageService_ToServer messageManager
            )
        {
            _gameStateManager  = gameStateManager;
            _networkingService = networkingService;
            _messageManager    = messageManager;

            _messageHandlerID = new MessageHandlerID(managerID);


            _networkingService.RegisterMessageHandler(this, _GameStateNetworkingManager_MessageReceived);
        }
コード例 #25
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ファイル: Server.cs プロジェクト: leonchikk/fatalforceserver
        public Server(Container container, ServerConfig config)
        {
            Log.Info($"Starting the server on {config.Port} port with rate {config.Rate}");

            _queue = new ConcurrentQueue <Packet>();

            _socketManager      = container.GetInstance <ISocketManager>();
            _clientManager      = container.GetInstance <IClientManager>();
            _gameStateManager   = container.GetInstance <IGameStateManager>();
            _gameProcessManager = container.GetInstance <IGameProcessManager>();

            _config = config;

            Log.Info($"Configuring...");

            _socketManager.Configure(config);

            Log.Info($"Done");
        }
コード例 #26
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        public MainMenuGui(
            IPongGame pongGame,
            IGameStateManager gameStateManager)
        {
            var resume     = Button("Resume", pongGame.ResumeGame, pongGame.IsInGame || gameStateManager.HasSavedGame());
            var start      = Button("Start 4 Player", pongGame.StartGame4Player);
            var start2     = Button("Start 2 Player", pongGame.StartGameClassic);
            var startTeams = Button("Start 4 Player Teams", pongGame.StartGameTeams);

            //var host = Button("Host", pongGame.HostGame);
            //var join = Button("Join", pongGame.JoinGame);

            var settings = Button("Settings", pongGame.ShowSettings);
            var quit     = Button("Quit", pongGame.Exit);
            var src      = new Screen()
            {
                Content = new StackPanel()
                {
                    Margin = new Thickness(10),
                    Items  =
                    {
                        new Label()
                        {
                            Name = "winner"
                        },
                        resume,
                        start,
                        start2,
                        startTeams,
                        settings,
                        //host,
                        //join,
                        quit,
                    },
                    HorizontalAlignment = HorizontalAlignment.Centre,
                    VerticalAlignment   = VerticalAlignment.Centre
                }
            };

            label           = src.FindControl <Label>("winner");
            start.IsPressed = true;
            Screen          = src;
        }
コード例 #27
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ファイル: Tutorial.cs プロジェクト: ARLM-Attic/xna-xen
        //this will be called once this game state is up and running.
        public void Initalise(IGameStateManager stateManager)
        {
            this.stateManager = stateManager;

            //create the sprites, which will bounce around the screen

            //sprite drawer
            this.spriteElement = new SpriteElement();

            //the sprite positions / velocities
            for (int i = 0; i < SpriteCount; i++)
            {
                this.spritePosition[i] = new Vector2((float)rand.NextDouble() * stateManager.Application.WindowWidth * 0.25f, (float)rand.NextDouble() * stateManager.Application.WindowHeight * 0.25f);
                this.spriteVelocity[i] = new Vector2((float)rand.NextDouble() * 2000 - 1000, (float)rand.NextDouble() * 2000 - 1000);

                //add a sprite for each to the sprite drawer
                this.spriteElement.AddSprite(spritePosition[i], new Vector2(1.5f, 1.5f));
            }
        }
コード例 #28
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ファイル: MainManager.cs プロジェクト: bsed/Freecon-Galactic
        public MainManager(BloomComponent bloom,
                           TextDrawingService textDrawingService,
                           Game game,
                           IGameStateManager gameStateManager,
                           GraphicsDeviceManager graphics,
                           MainNetworkingManager mainNetworkingManager)
        {
            _textDrawingService = textDrawingService;

            _game = game;

            _gameStateManager = gameStateManager;

            _graphics = graphics;

            _mainNetworkingManager = mainNetworkingManager;

            _drawsPerSecondCounter   = new OPSCounter(5);
            _updatesPerSecondCounter = new OPSCounter(5);
        }
コード例 #29
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ファイル: Chess.cs プロジェクト: BartSiwek/Chess
        public Chess()
        {
            Content.RootDirectory = "Content";

            new GraphicsDeviceManager(this);

            m_inputManager = InputManagerFactory.GetInputManager(this);
            Components.Add(m_inputManager);

            m_audioManager = AudioManagerFactory.GetAudioManager(this);
            Components.Add(m_audioManager);

            m_resourceManager = ResourceManagerFactory.GetResourceManager(this);
            Components.Add(m_resourceManager);

            m_graphicsManager = GraphicsManagerFactory.GetGraphicsManager(this);
            Components.Add(m_graphicsManager);

            m_gameStateManager = GameStateManagerFactory.GetGameStateManager(this);
            Components.Add(m_gameStateManager);
        }
コード例 #30
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		public void Initalise(IGameStateManager stateManager)
		{
			this.stateManager = stateManager;

			//Put up a beautiful and intricate loading bar (a green box on top of a black box)
			this.loadingBar = new SolidColourElement(Color.Lime, new Vector2(0, 0.15f), true);
			this.loadingBackground = new SolidColourElement(Color.Black, new Vector2(0.52f, 0.17f), true);

			this.loadingBar.Position = new Vector2(0.25f, 0.35f);
			this.loadingBackground.Position = new Vector2(0.24f, 0.34f);

			//tell the next state (in this case, it'll be the game) to begin loading
			this.stateToLoad.BeginLoad();
		}
コード例 #31
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        public ControlsMenuLevel(MenuBase menuBase)
        {
            this.InputManager    = ServiceHelper.Get <IInputManager>();
            this.GameState       = ServiceHelper.Get <IGameStateManager>();
            this.KeyboardManager = ServiceHelper.Get <IKeyboardStateManager>();
            this.MouseState      = ServiceHelper.Get <IMouseStateManager>();
            this.menuBase        = menuBase;
            this.IsDynamic       = true;
            Dictionary <MappedAction, Keys> kmap = SettingsManager.Settings.KeyboardMapping;
            Dictionary <MappedAction, int>  gmap = SettingsManager.Settings.GamepadMapping;

            for (int index = 0; index < 9; ++index)
            {
                this.AddItem((string)null, MenuBase.SliderAction, -1).Selectable = false;
            }
            this.otherGamepadsStart = this.Items.Count;
            MenuItem gjmi = this.AddItem("ControlsJump", -1);

            gjmi.Selected   = (Action)(() => this.ChangeButton(gjmi));
            gjmi.SuffixText = (Func <string>)(() => " : " + this.Buttonize(gmap[MappedAction.Jump]));
            MenuItem gami = this.AddItem("ControlsAction", -1);

            gami.Selected   = (Action)(() => this.ChangeButton(gami));
            gami.SuffixText = (Func <string>)(() => " : " + this.Buttonize(gmap[MappedAction.GrabThrow]));
            MenuItem gtmi = this.AddItem("ControlsTalk", -1);

            gtmi.Selected   = (Action)(() => this.ChangeButton(gtmi));
            gtmi.SuffixText = (Func <string>)(() => " : " + this.Buttonize(gmap[MappedAction.CancelTalk]));
            MenuItem gmami = this.AddItem("Map_Title", -1);

            gmami.Selected   = (Action)(() => this.ChangeButton(gmami));
            gmami.SuffixText = (Func <string>)(() => " : " + this.Buttonize(gmap[MappedAction.OpenMap]));
            MenuItem gimi = this.AddItem("ControlsInventory", -1);

            gimi.Selected   = (Action)(() => this.ChangeButton(gimi));
            gimi.SuffixText = (Func <string>)(() => " : " + this.Buttonize(gmap[MappedAction.OpenInventory]));
            MenuItem gpmi = this.AddItem("ControlsPause", -1);

            gpmi.Selected   = (Action)(() => this.ChangeButton(gpmi));
            gpmi.SuffixText = (Func <string>)(() => " : " + this.Buttonize(gmap[MappedAction.Pause]));
            MenuItem grlmi = this.AddItem("ControlsRotateLeft", -1);

            grlmi.Selected   = (Action)(() => this.ChangeButton(grlmi));
            grlmi.SuffixText = (Func <string>)(() => " : " + this.Buttonize(gmap[MappedAction.RotateLeft]));
            MenuItem grrmi = this.AddItem("ControlsRotateRight", -1);

            grrmi.Selected   = (Action)(() => this.ChangeButton(grrmi));
            grrmi.SuffixText = (Func <string>)(() => " : " + this.Buttonize(gmap[MappedAction.RotateRight]));
            MenuItem gclmi = this.AddItem("ControlsClampLook", -1);

            gclmi.Selected   = (Action)(() => this.ChangeButton(gclmi));
            gclmi.SuffixText = (Func <string>)(() => " : " + this.Buttonize(gmap[MappedAction.ClampLook]));
            MenuItem gmzimi = this.AddItem("ControlsMapZoomIn", -1);

            gmzimi.Selected   = (Action)(() => this.ChangeButton(gmzimi));
            gmzimi.SuffixText = (Func <string>)(() => " : " + this.Buttonize(gmap[MappedAction.MapZoomIn]));
            MenuItem gmzomi = this.AddItem("ControlsZoomOut", -1);

            gmzomi.Selected   = (Action)(() => this.ChangeButton(gmzomi));
            gmzomi.SuffixText = (Func <string>)(() => " : " + this.Buttonize(gmap[MappedAction.MapZoomOut]));
            if (this.GameState.SaveData.HasFPView)
            {
                MenuItem gtfvmi = this.AddItem("ControlsToggleFpView", -1);
                gtfvmi.Selected   = (Action)(() => this.ChangeButton(gtfvmi));
                gtfvmi.SuffixText = (Func <string>)(() => " : " + this.Buttonize(gmap[MappedAction.FpViewToggle]));
            }
            this.AddItem((string)null, MenuBase.SliderAction, -1).Selectable = false;
            this.AddItem("ResetToDefault", (Action)(() => this.ResetToDefault(false, true)), -1);
            this.keyboardStart = this.Items.Count;
            MenuItem jmi = this.AddItem("ControlsJump", -1);

            jmi.Selected   = (Action)(() => this.ChangeKey(jmi));
            jmi.SuffixText = (Func <string>)(() => " : " + this.Localize((object)kmap[MappedAction.Jump]));
            MenuItem ami = this.AddItem("ControlsAction", -1);

            ami.Selected   = (Action)(() => this.ChangeKey(ami));
            ami.SuffixText = (Func <string>)(() => " : " + this.Localize((object)kmap[MappedAction.GrabThrow]));
            MenuItem tmi = this.AddItem("ControlsTalk", -1);

            tmi.Selected   = (Action)(() => this.ChangeKey(tmi));
            tmi.SuffixText = (Func <string>)(() => " : " + this.Localize((object)kmap[MappedAction.CancelTalk]));
            this.AddItem <ControlsMenuLevel.ArrowKeyMapping>("ControlsMove", MenuBase.SliderAction, false, (Func <ControlsMenuLevel.ArrowKeyMapping>)(() => this.UpToAKM(kmap[MappedAction.Up])), (Action <ControlsMenuLevel.ArrowKeyMapping, int>)((lastValue, change) =>
            {
                ControlsMenuLevel.ArrowKeyMapping local_0_1 = this.UpToAKM(kmap[MappedAction.Up]) + change;
                if (local_0_1 == (ControlsMenuLevel.ArrowKeyMapping) 5)
                {
                    local_0_1 = ControlsMenuLevel.ArrowKeyMapping.WASD;
                }
                if (local_0_1 < ControlsMenuLevel.ArrowKeyMapping.WASD)
                {
                    local_0_1 = ControlsMenuLevel.ArrowKeyMapping.Arrows;
                }
                kmap[MappedAction.Up]    = this.AKMToKey(local_0_1, 0);
                kmap[MappedAction.Left]  = this.AKMToKey(local_0_1, 1);
                kmap[MappedAction.Down]  = this.AKMToKey(local_0_1, 2);
                kmap[MappedAction.Right] = this.AKMToKey(local_0_1, 3);
                this.KeyboardManager.UpdateMapping();
            }), -1).SuffixText = (Func <string>)(() => " : " + this.Localize((object)this.UpToAKM(kmap[MappedAction.Up])));
            this.AddItem <ControlsMenuLevel.ArrowKeyMapping>("ControlsLook", MenuBase.SliderAction, false, (Func <ControlsMenuLevel.ArrowKeyMapping>)(() => this.UpToAKM(kmap[MappedAction.LookUp])), (Action <ControlsMenuLevel.ArrowKeyMapping, int>)((lastValue, change) =>
            {
                ControlsMenuLevel.ArrowKeyMapping local_0_1 = this.UpToAKM(kmap[MappedAction.LookUp]) + change;
                if (local_0_1 == (ControlsMenuLevel.ArrowKeyMapping) 5)
                {
                    local_0_1 = ControlsMenuLevel.ArrowKeyMapping.WASD;
                }
                if (local_0_1 < ControlsMenuLevel.ArrowKeyMapping.WASD)
                {
                    local_0_1 = ControlsMenuLevel.ArrowKeyMapping.Arrows;
                }
                kmap[MappedAction.LookUp]    = this.AKMToKey(local_0_1, 0);
                kmap[MappedAction.LookLeft]  = this.AKMToKey(local_0_1, 1);
                kmap[MappedAction.LookDown]  = this.AKMToKey(local_0_1, 2);
                kmap[MappedAction.LookRight] = this.AKMToKey(local_0_1, 3);
                this.KeyboardManager.UpdateMapping();
            }), -1).SuffixText = (Func <string>)(() => " : " + this.Localize((object)this.UpToAKM(kmap[MappedAction.LookUp])));
            MenuItem mami = this.AddItem("Map_Title", -1);

            mami.Selected   = (Action)(() => this.ChangeKey(mami));
            mami.SuffixText = (Func <string>)(() => " : " + this.Localize((object)kmap[MappedAction.OpenMap]));
            MenuItem imi = this.AddItem("ControlsInventory", -1);

            imi.Selected   = (Action)(() => this.ChangeKey(imi));
            imi.SuffixText = (Func <string>)(() => " : " + this.Localize((object)kmap[MappedAction.OpenInventory]));
            MenuItem pmi = this.AddItem("ControlsPause", -1);

            pmi.Selected   = (Action)(() => this.ChangeKey(pmi));
            pmi.SuffixText = (Func <string>)(() => " : " + this.Localize((object)kmap[MappedAction.Pause]));
            MenuItem rlmi = this.AddItem("ControlsRotateLeft", -1);

            rlmi.Selected   = (Action)(() => this.ChangeKey(rlmi));
            rlmi.SuffixText = (Func <string>)(() => " : " + this.Localize((object)kmap[MappedAction.RotateLeft]));
            MenuItem rrmi = this.AddItem("ControlsRotateRight", -1);

            rrmi.Selected   = (Action)(() => this.ChangeKey(rrmi));
            rrmi.SuffixText = (Func <string>)(() => " : " + this.Localize((object)kmap[MappedAction.RotateRight]));
            MenuItem clmi = this.AddItem("ControlsClampLook", -1);

            clmi.Selected   = (Action)(() => this.ChangeKey(clmi));
            clmi.SuffixText = (Func <string>)(() => " : " + this.Localize((object)kmap[MappedAction.ClampLook]));
            MenuItem mzimi = this.AddItem("ControlsMapZoomIn", -1);

            mzimi.Selected   = (Action)(() => this.ChangeKey(mzimi));
            mzimi.SuffixText = (Func <string>)(() => " : " + this.Localize((object)kmap[MappedAction.MapZoomIn]));
            MenuItem mzomi = this.AddItem("ControlsZoomOut", -1);

            mzomi.Selected   = (Action)(() => this.ChangeKey(mzomi));
            mzomi.SuffixText = (Func <string>)(() => " : " + this.Localize((object)kmap[MappedAction.MapZoomOut]));
            if (this.GameState.SaveData.HasFPView)
            {
                MenuItem tfvmi = this.AddItem("ControlsToggleFpView", -1);
                tfvmi.Selected   = (Action)(() => this.ChangeKey(tfvmi));
                tfvmi.SuffixText = (Func <string>)(() => " : " + this.Localize((object)kmap[MappedAction.FpViewToggle]));
            }
            this.AddItem((string)null, MenuBase.SliderAction, -1).Selectable = false;
            this.AddItem("ResetToDefault", (Action)(() => this.ResetToDefault(true, false)), -1);
            this.selectorStart = this.Items.Count;
            this.AddItem("XboxGamepad", MenuBase.SliderAction, true, -1).UpperCase  = true;
            this.AddItem("OtherGamepad", MenuBase.SliderAction, true, -1).UpperCase = true;
            this.AddItem("Keyboard", MenuBase.SliderAction, true, -1).UpperCase     = true;
        }
コード例 #32
0
 public override void Initialize()
 {
   base.Initialize();
   this.Title = "SaveSlotTitle";
   this.AButtonString = "ChooseWithGlyph";
   this.BButtonString = "ExitWithGlyph";
   this.GameState = ServiceHelper.Get<IGameStateManager>();
   for (int index = 0; index < 3; ++index)
   {
     // ISSUE: object of a compiler-generated type is created
     // ISSUE: variable of a compiler-generated type
     SaveSlotSelectionLevel.\u003C\u003Ec__DisplayClassa cDisplayClassa = new SaveSlotSelectionLevel.\u003C\u003Ec__DisplayClassa();
     // ISSUE: reference to a compiler-generated field
     cDisplayClassa.\u003C\u003E4__this = this;
     // ISSUE: reference to a compiler-generated field
     cDisplayClassa.slot = this.Slots[index] = new SaveSlotInfo()
     {
       Index = index
     };
     PCSaveDevice pcSaveDevice = new PCSaveDevice("FEZ");
     string fileName = "SaveSlot" + (object) index;
     if (!pcSaveDevice.FileExists(fileName))
     {
       // ISSUE: reference to a compiler-generated field
       cDisplayClassa.slot.Empty = true;
     }
     else
     {
       // ISSUE: object of a compiler-generated type is created
       // ISSUE: variable of a compiler-generated type
       SaveSlotSelectionLevel.\u003C\u003Ec__DisplayClassc cDisplayClassc = new SaveSlotSelectionLevel.\u003C\u003Ec__DisplayClassc();
       // ISSUE: reference to a compiler-generated field
       cDisplayClassc.CS\u0024\u003C\u003E8__localsb = cDisplayClassa;
       // ISSUE: reference to a compiler-generated field
       cDisplayClassc.saveData = (SaveData) null;
       // ISSUE: reference to a compiler-generated method
       // ISSUE: reference to a compiler-generated field
       if (!pcSaveDevice.Load(fileName, new LoadAction(cDisplayClassc.\u003CInitialize\u003Eb__4)) || cDisplayClassc.saveData == null)
       {
         // ISSUE: reference to a compiler-generated field
         cDisplayClassa.slot.Empty = true;
       }
       else
       {
         // ISSUE: reference to a compiler-generated field
         // ISSUE: reference to a compiler-generated field
         // ISSUE: reference to a compiler-generated field
         // ISSUE: reference to a compiler-generated field
         // ISSUE: reference to a compiler-generated field
         cDisplayClassa.slot.Percentage = (float) (((double) (cDisplayClassc.saveData.CubeShards + cDisplayClassc.saveData.SecretCubes + cDisplayClassc.saveData.PiecesOfHeart) + (double) cDisplayClassc.saveData.CollectedParts / 8.0) / 32.0);
         // ISSUE: reference to a compiler-generated field
         // ISSUE: reference to a compiler-generated field
         cDisplayClassa.slot.PlayTime = new TimeSpan(cDisplayClassc.saveData.PlayTime);
       }
     }
     if (this.Slots[index].Empty)
     {
       // ISSUE: reference to a compiler-generated method
       this.AddItem((string) null, new Action(cDisplayClassa.\u003CInitialize\u003Eb__5), -1).SuffixText = (Func<string>) (() => StaticText.GetString("NewSlot"));
     }
     else
     {
       // ISSUE: reference to a compiler-generated method
       // ISSUE: reference to a compiler-generated method
       this.AddItem("SaveSlotPrefix", new Action(cDisplayClassa.\u003CInitialize\u003Eb__7), -1).SuffixText = new Func<string>(cDisplayClassa.\u003CInitialize\u003Eb__8);
     }
   }
 }
コード例 #33
0
 public DefaultCommandsExecutor(IGameStateManager gameStateManager)
 {
     _gameStateManager = gameStateManager;
     _stateUpdated     = new Subject <GameState>();
 }
コード例 #34
0
 public void Inject(IContainer container)
 {
     _gameStateManager = container.Get <IGameStateManager>();
     _configs          = container.Get <IConfigStorage>();
 }
コード例 #35
0
 //public bool HasTeams { get; set; }
 public RegularPongLevel(
     IPongGame pongGame,
     IGameStateManager gameStateManager) : base(pongGame)
 {
     _gameStateManager = gameStateManager;
 }
コード例 #36
0
ファイル: ControlsMenuLevel.cs プロジェクト: Zeludon/FEZ
 public ControlsMenuLevel(MenuBase menuBase)
 {
   this.InputManager = ServiceHelper.Get<IInputManager>();
   this.GameState = ServiceHelper.Get<IGameStateManager>();
   this.KeyboardManager = ServiceHelper.Get<IKeyboardStateManager>();
   this.MouseState = ServiceHelper.Get<IMouseStateManager>();
   this.menuBase = menuBase;
   this.IsDynamic = true;
   Dictionary<MappedAction, Keys> kmap = SettingsManager.Settings.KeyboardMapping;
   Dictionary<MappedAction, int> gmap = SettingsManager.Settings.GamepadMapping;
   for (int index = 0; index < 9; ++index)
     this.AddItem((string) null, MenuBase.SliderAction, -1).Selectable = false;
   this.otherGamepadsStart = this.Items.Count;
   MenuItem gjmi = this.AddItem("ControlsJump", -1);
   gjmi.Selected = (Action) (() => this.ChangeButton(gjmi));
   gjmi.SuffixText = (Func<string>) (() => " : " + this.Buttonize(gmap[MappedAction.Jump]));
   MenuItem gami = this.AddItem("ControlsAction", -1);
   gami.Selected = (Action) (() => this.ChangeButton(gami));
   gami.SuffixText = (Func<string>) (() => " : " + this.Buttonize(gmap[MappedAction.GrabThrow]));
   MenuItem gtmi = this.AddItem("ControlsTalk", -1);
   gtmi.Selected = (Action) (() => this.ChangeButton(gtmi));
   gtmi.SuffixText = (Func<string>) (() => " : " + this.Buttonize(gmap[MappedAction.CancelTalk]));
   MenuItem gmami = this.AddItem("Map_Title", -1);
   gmami.Selected = (Action) (() => this.ChangeButton(gmami));
   gmami.SuffixText = (Func<string>) (() => " : " + this.Buttonize(gmap[MappedAction.OpenMap]));
   MenuItem gimi = this.AddItem("ControlsInventory", -1);
   gimi.Selected = (Action) (() => this.ChangeButton(gimi));
   gimi.SuffixText = (Func<string>) (() => " : " + this.Buttonize(gmap[MappedAction.OpenInventory]));
   MenuItem gpmi = this.AddItem("ControlsPause", -1);
   gpmi.Selected = (Action) (() => this.ChangeButton(gpmi));
   gpmi.SuffixText = (Func<string>) (() => " : " + this.Buttonize(gmap[MappedAction.Pause]));
   MenuItem grlmi = this.AddItem("ControlsRotateLeft", -1);
   grlmi.Selected = (Action) (() => this.ChangeButton(grlmi));
   grlmi.SuffixText = (Func<string>) (() => " : " + this.Buttonize(gmap[MappedAction.RotateLeft]));
   MenuItem grrmi = this.AddItem("ControlsRotateRight", -1);
   grrmi.Selected = (Action) (() => this.ChangeButton(grrmi));
   grrmi.SuffixText = (Func<string>) (() => " : " + this.Buttonize(gmap[MappedAction.RotateRight]));
   MenuItem gclmi = this.AddItem("ControlsClampLook", -1);
   gclmi.Selected = (Action) (() => this.ChangeButton(gclmi));
   gclmi.SuffixText = (Func<string>) (() => " : " + this.Buttonize(gmap[MappedAction.ClampLook]));
   MenuItem gmzimi = this.AddItem("ControlsMapZoomIn", -1);
   gmzimi.Selected = (Action) (() => this.ChangeButton(gmzimi));
   gmzimi.SuffixText = (Func<string>) (() => " : " + this.Buttonize(gmap[MappedAction.MapZoomIn]));
   MenuItem gmzomi = this.AddItem("ControlsZoomOut", -1);
   gmzomi.Selected = (Action) (() => this.ChangeButton(gmzomi));
   gmzomi.SuffixText = (Func<string>) (() => " : " + this.Buttonize(gmap[MappedAction.MapZoomOut]));
   if (this.GameState.SaveData.HasFPView)
   {
     MenuItem gtfvmi = this.AddItem("ControlsToggleFpView", -1);
     gtfvmi.Selected = (Action) (() => this.ChangeButton(gtfvmi));
     gtfvmi.SuffixText = (Func<string>) (() => " : " + this.Buttonize(gmap[MappedAction.FpViewToggle]));
   }
   this.AddItem((string) null, MenuBase.SliderAction, -1).Selectable = false;
   this.AddItem("ResetToDefault", (Action) (() => this.ResetToDefault(false, true)), -1);
   this.keyboardStart = this.Items.Count;
   MenuItem jmi = this.AddItem("ControlsJump", -1);
   jmi.Selected = (Action) (() => this.ChangeKey(jmi));
   jmi.SuffixText = (Func<string>) (() => " : " + this.Localize((object) kmap[MappedAction.Jump]));
   MenuItem ami = this.AddItem("ControlsAction", -1);
   ami.Selected = (Action) (() => this.ChangeKey(ami));
   ami.SuffixText = (Func<string>) (() => " : " + this.Localize((object) kmap[MappedAction.GrabThrow]));
   MenuItem tmi = this.AddItem("ControlsTalk", -1);
   tmi.Selected = (Action) (() => this.ChangeKey(tmi));
   tmi.SuffixText = (Func<string>) (() => " : " + this.Localize((object) kmap[MappedAction.CancelTalk]));
   this.AddItem<ControlsMenuLevel.ArrowKeyMapping>("ControlsMove", MenuBase.SliderAction, false, (Func<ControlsMenuLevel.ArrowKeyMapping>) (() => this.UpToAKM(kmap[MappedAction.Up])), (Action<ControlsMenuLevel.ArrowKeyMapping, int>) ((lastValue, change) =>
   {
     ControlsMenuLevel.ArrowKeyMapping local_0_1 = this.UpToAKM(kmap[MappedAction.Up]) + change;
     if (local_0_1 == (ControlsMenuLevel.ArrowKeyMapping) 5)
       local_0_1 = ControlsMenuLevel.ArrowKeyMapping.WASD;
     if (local_0_1 < ControlsMenuLevel.ArrowKeyMapping.WASD)
       local_0_1 = ControlsMenuLevel.ArrowKeyMapping.Arrows;
     kmap[MappedAction.Up] = this.AKMToKey(local_0_1, 0);
     kmap[MappedAction.Left] = this.AKMToKey(local_0_1, 1);
     kmap[MappedAction.Down] = this.AKMToKey(local_0_1, 2);
     kmap[MappedAction.Right] = this.AKMToKey(local_0_1, 3);
     this.KeyboardManager.UpdateMapping();
   }), -1).SuffixText = (Func<string>) (() => " : " + this.Localize((object) this.UpToAKM(kmap[MappedAction.Up])));
   this.AddItem<ControlsMenuLevel.ArrowKeyMapping>("ControlsLook", MenuBase.SliderAction, false, (Func<ControlsMenuLevel.ArrowKeyMapping>) (() => this.UpToAKM(kmap[MappedAction.LookUp])), (Action<ControlsMenuLevel.ArrowKeyMapping, int>) ((lastValue, change) =>
   {
     ControlsMenuLevel.ArrowKeyMapping local_0_1 = this.UpToAKM(kmap[MappedAction.LookUp]) + change;
     if (local_0_1 == (ControlsMenuLevel.ArrowKeyMapping) 5)
       local_0_1 = ControlsMenuLevel.ArrowKeyMapping.WASD;
     if (local_0_1 < ControlsMenuLevel.ArrowKeyMapping.WASD)
       local_0_1 = ControlsMenuLevel.ArrowKeyMapping.Arrows;
     kmap[MappedAction.LookUp] = this.AKMToKey(local_0_1, 0);
     kmap[MappedAction.LookLeft] = this.AKMToKey(local_0_1, 1);
     kmap[MappedAction.LookDown] = this.AKMToKey(local_0_1, 2);
     kmap[MappedAction.LookRight] = this.AKMToKey(local_0_1, 3);
     this.KeyboardManager.UpdateMapping();
   }), -1).SuffixText = (Func<string>) (() => " : " + this.Localize((object) this.UpToAKM(kmap[MappedAction.LookUp])));
   MenuItem mami = this.AddItem("Map_Title", -1);
   mami.Selected = (Action) (() => this.ChangeKey(mami));
   mami.SuffixText = (Func<string>) (() => " : " + this.Localize((object) kmap[MappedAction.OpenMap]));
   MenuItem imi = this.AddItem("ControlsInventory", -1);
   imi.Selected = (Action) (() => this.ChangeKey(imi));
   imi.SuffixText = (Func<string>) (() => " : " + this.Localize((object) kmap[MappedAction.OpenInventory]));
   MenuItem pmi = this.AddItem("ControlsPause", -1);
   pmi.Selected = (Action) (() => this.ChangeKey(pmi));
   pmi.SuffixText = (Func<string>) (() => " : " + this.Localize((object) kmap[MappedAction.Pause]));
   MenuItem rlmi = this.AddItem("ControlsRotateLeft", -1);
   rlmi.Selected = (Action) (() => this.ChangeKey(rlmi));
   rlmi.SuffixText = (Func<string>) (() => " : " + this.Localize((object) kmap[MappedAction.RotateLeft]));
   MenuItem rrmi = this.AddItem("ControlsRotateRight", -1);
   rrmi.Selected = (Action) (() => this.ChangeKey(rrmi));
   rrmi.SuffixText = (Func<string>) (() => " : " + this.Localize((object) kmap[MappedAction.RotateRight]));
   MenuItem clmi = this.AddItem("ControlsClampLook", -1);
   clmi.Selected = (Action) (() => this.ChangeKey(clmi));
   clmi.SuffixText = (Func<string>) (() => " : " + this.Localize((object) kmap[MappedAction.ClampLook]));
   MenuItem mzimi = this.AddItem("ControlsMapZoomIn", -1);
   mzimi.Selected = (Action) (() => this.ChangeKey(mzimi));
   mzimi.SuffixText = (Func<string>) (() => " : " + this.Localize((object) kmap[MappedAction.MapZoomIn]));
   MenuItem mzomi = this.AddItem("ControlsZoomOut", -1);
   mzomi.Selected = (Action) (() => this.ChangeKey(mzomi));
   mzomi.SuffixText = (Func<string>) (() => " : " + this.Localize((object) kmap[MappedAction.MapZoomOut]));
   if (this.GameState.SaveData.HasFPView)
   {
     MenuItem tfvmi = this.AddItem("ControlsToggleFpView", -1);
     tfvmi.Selected = (Action) (() => this.ChangeKey(tfvmi));
     tfvmi.SuffixText = (Func<string>) (() => " : " + this.Localize((object) kmap[MappedAction.FpViewToggle]));
   }
   this.AddItem((string) null, MenuBase.SliderAction, -1).Selectable = false;
   this.AddItem("ResetToDefault", (Action) (() => this.ResetToDefault(true, false)), -1);
   this.selectorStart = this.Items.Count;
   this.AddItem("XboxGamepad", MenuBase.SliderAction, true, -1).UpperCase = true;
   this.AddItem("OtherGamepad", MenuBase.SliderAction, true, -1).UpperCase = true;
   this.AddItem("Keyboard", MenuBase.SliderAction, true, -1).UpperCase = true;
 }
コード例 #37
0
		public void Initalise(IGameStateManager stateManager)
		{
			this.stateManager = stateManager;

			//put some text up...
			this.startText = new TextElementRect(new Vector2(400,100));
			this.startText.Text.SetText("Press the START button to begin");
			this.startText.VerticalAlignment = VerticalAlignment.Centre;
			this.startText.HorizontalAlignment = HorizontalAlignment.Centre;
			this.startText.TextHorizontalAlignment = TextHorizontalAlignment.Centre;
			this.startText.Colour = Color.Red;

			//set the text font
			stateManager.Application.Content.Add(this);
		}
コード例 #38
0
		//this will be called once this game state is up and running.
		public void Initalise(IGameStateManager stateManager)
		{
			this.stateManager = stateManager;

			//create the sprites, which will bounce around the screen

			//sprite drawer
			this.spriteElement = new SpriteElement();

			//the sprite positions / velocities
			for (int i = 0; i < SpriteCount; i++)
			{
				this.spritePosition[i] = new Vector2((float)rand.NextDouble() * stateManager.Application.WindowWidth * 0.25f, (float)rand.NextDouble() * stateManager.Application.WindowHeight * 0.25f);
				this.spriteVelocity[i] = new Vector2((float)rand.NextDouble() * 2000 - 1000, (float)rand.NextDouble() * 2000 - 1000);

				//add a sprite for each to the sprite drawer
				this.spriteElement.AddSprite(spritePosition[i], new Vector2(1.5f, 1.5f));
			}
		}
コード例 #39
0
		public void Initalise(IGameStateManager stateManager)
		{
			this.stateManager = stateManager;

			//display an incredibly complex line of text
			this.menuText = new TextElementRect(new Vector2(400, 100));
			this.menuText.Text.SetText("Press a button to start a new game!");
			this.menuText.VerticalAlignment = VerticalAlignment.Centre;
			this.menuText.HorizontalAlignment = HorizontalAlignment.Centre;
			this.menuText.TextHorizontalAlignment = TextHorizontalAlignment.Centre;

			//set the text font (using global content)
			stateManager.Application.Content.Add(this);
		}
コード例 #40
0
 public MarketController(IGameStateManager gameStateManager)
 {
     this.gameStateManager = gameStateManager;
 }
コード例 #41
0
ファイル: SaveManagementLevel.cs プロジェクト: tanis2000/FEZ
 public override void Initialize()
 {
   // ISSUE: object of a compiler-generated type is created
   // ISSUE: variable of a compiler-generated type
   SaveManagementLevel.\u003C\u003Ec__DisplayClassd cDisplayClassd = new SaveManagementLevel.\u003C\u003Ec__DisplayClassd();
   // ISSUE: reference to a compiler-generated field
   cDisplayClassd.\u003C\u003E4__this = this;
   base.Initialize();
   this.FontManager = ServiceHelper.Get<IFontManager>();
   this.GameState = ServiceHelper.Get<IGameStateManager>();
   this.ReloadSlots();
   this.Title = "SaveManagementTitle";
   // ISSUE: reference to a compiler-generated field
   cDisplayClassd.sf = this.FontManager.Small;
   // ISSUE: reference to a compiler-generated field
   cDisplayClassd.changeLevel = new MenuLevel()
   {
     Title = "SaveChangeSlot",
     AButtonString = "ChangeWithGlyph"
   };
   // ISSUE: reference to a compiler-generated field
   // ISSUE: reference to a compiler-generated method
   cDisplayClassd.changeLevel.OnPostDraw = new Action<SpriteBatch, SpriteFont, GlyphTextRenderer, float>(cDisplayClassd.\u003CInitialize\u003Eb__4);
   // ISSUE: reference to a compiler-generated field
   cDisplayClassd.changeLevel.Parent = (MenuLevel) this;
   // ISSUE: reference to a compiler-generated field
   cDisplayClassd.changeLevel.Initialize();
   // ISSUE: reference to a compiler-generated field
   cDisplayClassd.copySrcLevel = new MenuLevel()
   {
     Title = "SaveCopySourceTitle",
     AButtonString = "ChooseWithGlyph"
   };
   // ISSUE: reference to a compiler-generated field
   cDisplayClassd.copySrcLevel.Parent = (MenuLevel) this;
   // ISSUE: reference to a compiler-generated field
   cDisplayClassd.copySrcLevel.Initialize();
   this.CopyDestLevel = new MenuLevel()
   {
     Title = "SaveCopyDestTitle",
     AButtonString = "ChooseWithGlyph"
   };
   // ISSUE: reference to a compiler-generated method
   this.CopyDestLevel.OnPostDraw = new Action<SpriteBatch, SpriteFont, GlyphTextRenderer, float>(cDisplayClassd.\u003CInitialize\u003Eb__5);
   // ISSUE: reference to a compiler-generated field
   this.CopyDestLevel.Parent = cDisplayClassd.copySrcLevel;
   this.CopyDestLevel.Initialize();
   // ISSUE: reference to a compiler-generated field
   cDisplayClassd.clearLevel = new MenuLevel()
   {
     Title = "SaveClearTitle",
     AButtonString = "ChooseWithGlyph"
   };
   // ISSUE: reference to a compiler-generated field
   // ISSUE: reference to a compiler-generated method
   cDisplayClassd.clearLevel.OnPostDraw = new Action<SpriteBatch, SpriteFont, GlyphTextRenderer, float>(cDisplayClassd.\u003CInitialize\u003Eb__6);
   // ISSUE: reference to a compiler-generated field
   cDisplayClassd.clearLevel.Parent = (MenuLevel) this;
   // ISSUE: reference to a compiler-generated field
   cDisplayClassd.clearLevel.Initialize();
   // ISSUE: reference to a compiler-generated method
   this.AddItem("SaveChangeSlot", new Action(cDisplayClassd.\u003CInitialize\u003Eb__7), -1);
   // ISSUE: reference to a compiler-generated method
   this.AddItem("SaveCopyTitle", new Action(cDisplayClassd.\u003CInitialize\u003Eb__9), -1);
   // ISSUE: reference to a compiler-generated method
   this.AddItem("SaveClearTitle", new Action(cDisplayClassd.\u003CInitialize\u003Eb__b), -1);
 }