public ProjectViewModel( IAssetService assetService, IDialogService dialogService, IMonoGameService monoGameService, IProjectService projectService, ISceneService sceneService, Serializer serializer, IUndoService undoService) { this.AssetService = assetService; this._dialogService = dialogService; this._monoGameService = monoGameService; this.ProjectService = projectService; this._sceneService = sceneService; this._serializer = serializer; this._undoService = undoService; this.AddAssetCommand = new RelayCommand(this.AddAsset); this._deleteAssetCommand = new RelayCommand(async() => await this.DeleteAsset(), () => this.AssetService.SelectedAsset?.Parent != null); this.OpenSceneCommand = new RelayCommand <Asset>(this.OpenScene, asset => asset.Type == AssetType.Scene); this.AssetService.PropertyChanged += this.AssetService_PropertyChanged; this.ProjectService.PropertyChanged += this.ProjectService_PropertyChanged; if (this.ProjectService.CurrentProject != null) { this.ProjectService.CurrentProject.PropertyChanged += this.CurrentProject_PropertyChanged; } }
public override bool Open(object id) { m_SceneService = VEFModule.UnityContainer.Resolve(typeof(ISceneService), "") as ISceneService; int sceneID = VEF_Helper.StringToContentIDData(ContentID).IntValue; // this.Location = ItemFolder + "\\" + sceneID + ".xml"; //read sceneData from DAL -- Read data from XML not from database -> database data not human readable //9_01_2015 m_FBData = ObjectSerialize.Deserialize<FB_Scene>(this.Location.ToString()); // XML Serialize if (FBObject == null) { Create(); } else { RaisePropertyChanged("FB_SceneData"); } RaisePropertyChanged("SceneItems"); m_SceneService.SelectedScene = this; //only able to save data into database not load return(true); }
public ExportController(ISceneService sceneService, ICourseService courseService, IVRObjectService VRObjectService, IVRBackgroundService VRBackgroundService) { _sceneService = sceneService; _courseService = courseService; _VRObjectService = VRObjectService; _VRBackgroundService = VRBackgroundService; }
public override bool Create() { m_SceneService = VEFModule.UnityContainer.Resolve(typeof(ISceneService), "") as ISceneService; RaisePropertyChanged("FB_SceneData"); return(true); }
public void ReplaceSceneService(ISceneService newInstance) { var index = GameComponentsLookup.SceneService; var component = (SceneServiceComponent)CreateComponent(index, typeof(SceneServiceComponent)); component.instance = newInstance; ReplaceComponent(index, component); }
public StartupViewModel(IBusyService busyService, IProjectService projectService, ISceneService sceneService) { this._busyService = busyService; this.ProjectService = projectService; this._sceneService = sceneService; this.NewProjectCommand = new RelayCommand(async() => await this.NewProject(), () => !this._busyService.IsBusy); this.OpenProjectCommand = new RelayCommand(async() => await this.OpenProject(), () => !this._busyService.IsBusy); }
private void Construct(ISceneService sceneService, IPlayerBehaviour playerBehaviour, ButtonUIInput buttonUIInput, IPauseMenuService pauseMenuService, ITimer timer, IStatisticService statisticService) { this.sceneService = sceneService; this.playerBehaviour = playerBehaviour; this.buttonUIInput = buttonUIInput; this.pauseMenuService = pauseMenuService; this.timer = timer; this.statisticService = statisticService; }
public SceneGraphToolView() { InitializeComponent(); mPropertiesService = VEFModule.UnityContainer.Resolve(typeof(IPropertiesService), "") as IPropertiesService; mSceneService = VEFModule.UnityContainer.Resolve(typeof(ISceneService), "") as ISceneService; //mSceneService.TreeList = _treeList; }
public HomeController(ISceneService sceneService, SignInManager <ApplicationUser> signInManager, UserManager <ApplicationUser> userManager, ILogger <LoginModel> logger, ICourseService courseService, IUserService userService, IVRBackgroundService VRBackgroundService, ICourseUserRelationService courseUserRelationService) { _logger = logger; _signInManager = signInManager; _userManager = userManager; _courseService = courseService; _userService = userService; _VRBackgroundService = VRBackgroundService; _courseUserRelationService = courseUserRelationService; _sceneService = sceneService; }
public MonoGameService(EditorGame editorGame, IProjectService projectService, ISceneService sceneService) { this._editorGame = editorGame; this._sceneService = sceneService; this._sceneService.PropertyChanged += this.SceneService_PropertyChanged; this._editorGame.CurrentScene = this._sceneService.CurrentScene?.Scene; this._projectService = projectService; this._projectService.PropertyChanged += this.ProjectService_PropertyChanged; this._editorGame.Settings = this._projectService.CurrentProject?.GameSettings; this.SetContentPath(); }
private void Construct(ISceneService sceneService, WorkflowEditorSceneManager editorSceneManager, StepItem.Factory stepItemFactory, WorkflowData.Factory workflowDataFactory, FileSelectorFacade fileSelectorFacade, NewFileDialogFacade newFileDialogFacade) { m_SceneService = sceneService; m_EditorSceneManager = editorSceneManager; m_FileSelectorFacade = fileSelectorFacade; m_NewFileDialogFacade = newFileDialogFacade; m_EditorSceneManager.stepsChanged.AddListener(OnStepsChanged); m_EditorSceneManager.activeStepChanged.AddListener(OnActiveStepChanged); }
public GameEntity SetSceneService(ISceneService newInstance) { if (hasSceneService) { throw new Entitas.EntitasException("Could not set SceneService!\n" + this + " already has an entity with SceneServiceComponent!", "You should check if the context already has a sceneServiceEntity before setting it or use context.ReplaceSceneService()."); } var entity = CreateEntity(); entity.AddSceneService(newInstance); return(entity); }
public BaseScene(Game game, bool needsUIService) { _game = game; _clearColor = Color.Black; _content = new ContentManager(_game.Services); _content.RootDirectory = "Content"; _sceneState = SceneState.TransitioningOn; _sceneService = game.Services.GetService<ISceneService>(true); _inputService = game.Services.GetService<IInputState>(true); _worldService = game.Services.GetService<IIsometricRenderer>(true); _uiService = game.Services.GetService<IUIManager>(); }
public void ReplaceSceneService(ISceneService newInstance) { var entity = sceneServiceEntity; if (entity == null) { entity = SetSceneService(newInstance); } else { entity.ReplaceSceneService(newInstance); } }
public ProjectService( Serializer serializer, IAssemblyService assemblyService, IDialogService dialogService, ILoggingService loggingService, ISceneService sceneService) { this._serializer = serializer; this._assemblyService = assemblyService; this._dialogService = dialogService; this._loggingService = loggingService; this._sceneService = sceneService; }
public ValueEditorService( IAssemblyService assemblyService, IDialogService dialogService, IProjectService projectService, ISceneService sceneService, IUndoService undoService) { this._assemblyService = assemblyService; this._dialogService = dialogService; this._projectService = projectService; this._sceneService = sceneService; this._undoService = undoService; }
public ContentViewModel NewContent(object parameter) { var vm = VEFModule.UnityContainer.Resolve(typeof(SceneViewModel), "") as SceneViewModel; var model = VEFModule.UnityContainer.Resolve(typeof(SceneDataModel), "") as SceneDataModel; var view = VEFModule.UnityContainer.Resolve(typeof(SceneView), "") as SceneView; //Model details _loggerService.Log("Creating a new simple file using SceneHandler", LogCategory.Info, LogPriority.Low); //Clear the undo stack // model.Document.UndoStack.ClearAll(); //Set the model and view vm.SetModel(model); vm.SetView(view); vm.Title = "Scene New"; (vm.View as UserControl).DataContext = model; vm.SetHandler(this); model.SetDirty(true); model.SetLocation("SceneID:##:"); IProjectTreeService pfExplorerService = VEFModule.UnityContainer.Resolve(typeof(IProjectTreeService), "") as IProjectTreeService; ISceneService sceneService = VEFModule.UnityContainer.Resolve(typeof(ISceneService), "") as ISceneService; PItem parent = null; if (pfExplorerService.SelectedItem != null) { parent = pfExplorerService.SelectedItem; } SceneDataModel newScene = new SceneDataModel() { Name = "Scene NEW", ContentID = "SceneID:##:" }; newScene.Parent = parent; if (pfExplorerService.SelectedItem != null) { pfExplorerService.SelectedItem.Items.Add(newScene); } sceneService.Scenes.Add(newScene); // sceneService.SelectedScene = newScene; newScene.Open(-1); return(vm); }
void Initialize( [Inject] ISceneService sceneService ) { _sceneService = sceneService; this.OnEvent <LoadSceneCommand>().Subscribe(e => LoadSceneCommandHandler(e)).AddTo(this); this.OnEvent <UnloadSceneCommand>().Subscribe(e => UnloadSceneCommandHandler(e)).AddTo(this); this.OnEvent <SetActiveSceneCommand>().Subscribe(e => SetActiveSceneCommandHandler(e)).AddTo(this); this.OnEvent <GetActiveSceneIDCommand>().Subscribe(e => GetActiveSceneIDCommandHandler(e)).AddTo(this); this.OnEvent <ActivateSceneCommand>().Subscribe(e => ActivateSceneCommandHandler(e)).AddTo(this); this.OnEvent <DeactivateSceneCommand>().Subscribe(e => DeactivateSceneCommandHandler(e)).AddTo(this); this.OnEvent <GetSceneRootObjectsCommand>().Subscribe(e => GetSceneRootObjectsCommandHandler(e)).AddTo(this); }
public Services(ILogService log, IViewService view, IMouseInputService mouseInput, ILoadConfigService loadConfig, ISceneService scene, ICoroutineService coroutine, IKeyInputService keyInput, ITimeService time, IPhysicsService physics, INetworkService network, ILocalStorageService localStorage, IFileService file, ISettingService setting) { Log = log; View = view; MouseInput = mouseInput; LoadConfig = loadConfig; Scene = scene; Coroutine = coroutine; KeyInput = keyInput; Time = time; Physics = physics; Network = network; LocalStorage = localStorage; File = file; Setting = setting; }
public DemoController(IAuthenticationService authenticationService, IAccountUserService customerService, ISceneService sceneService, ILocationService locationService, IAccountUserRegistrationService customerRegistrationService, IEncryptionService encryptionService, IWebHelper webHelper, IWorkContext workContext, AccountUserSettings customerSettings, CommonSettings commonSettings, SecuritySettings securitySettings, ISettingService settingService ) { _authenticationService = authenticationService; _accountUserService = customerService; _accountUserRegistrationService = customerRegistrationService; _encryptionService = encryptionService; _webHelper = webHelper; _workContext = workContext; _accountUserSettings = customerSettings; _commonSettings = commonSettings; _securitySettings = securitySettings; _settingService = settingService; _sceneService = sceneService; _locationService = locationService; }
public MainWindowViewModel( IBusyService busyService, IDialogService dialogService, IProjectService projectService, ISceneService sceneService, IUndoService undoService) { this.BusyService = busyService; this._dialogService = dialogService; this.ProjectService = projectService; this.SceneService = sceneService; this._undoService = undoService; this.RefreshAssembliesCommand = new RelayCommand(this.RefreshAssemblies); this.CreateProjectCommand = new RelayCommand(async() => await this.CreateProject()); this.OpenProjectCommand = new RelayCommand(async() => await this.OpenProject()); this.OpenProjectInCodeEditorCommand = new RelayCommand(this.ProjectService.OpenProjectInCodeEditor); this.OpenProjectInFileExplorer = new RelayCommand(this.ProjectService.NavigateToProjectLocation); this.RefreshAssetsCommand = new RelayCommand(async() => await this.RefreshAssets()); this.SaveProjectCommand = new RelayCommand(async() => await this.SaveProject(), () => this.ProjectService.HasChanges); this._undoCommand = new RelayCommand(() => this._undoService.Undo(), () => this._undoService.CanUndo); this._redoCommand = new RelayCommand(() => this._undoService.Redo(), () => this._undoService.CanRedo); this._undoService.PropertyChanged += this.UndoService_PropertyChanged; }
private void Construct(ISceneService sceneService, IUserManager userManager) { m_SceneService = sceneService; m_UserManager = userManager; }
public SceneEditorController(ISceneService sceneService, IVRObjectService VRObjectService, IVRBackgroundService VRBackgroundService) { _sceneService = sceneService; _VRObjectService = VRObjectService; _VRBackgroundService = VRBackgroundService; }
public RectangleColliderEditor() { this._sceneService = ViewContainer.Resolve <ISceneService>(); this._undoService = ViewContainer.Resolve <IUndoService>(); this.InitializeComponent(); }
public RegisterUiServiceSystem(Contexts contexts, ISceneService sceneService) { _context = contexts.game; _sceneService = sceneService; }
public DefaultController(ISceneService sceneService, ILocationService locationService, IProjectService projectService) { _sceneService = sceneService; _locationService = locationService; _projectService = projectService; }
public ProjectController(IProjectService projectService, ILocationService locationService, ISceneService sceneService) { this._projectService = projectService; this._locationService = locationService; this._sceneService = sceneService; }
public MoveObjectHandler(ISceneService sceneService) { _sceneService = sceneService; }
public BoxesGamePlayAppState() { m_SceneService = App.Services.Get <ISceneService>(); }
public SettingsManager(IMonoGameService monoGameService, IProjectService projectService, ISceneService sceneService) { this._monoGameService = monoGameService; this._projectService = projectService; this._sceneService = sceneService; }
private void Construct(ISceneService sceneService) { this.sceneService = sceneService; }
public CourseService(ICourseRepository courseRepository, ISceneService sceneService, IVRBackgroundService backgroundService) { _courseRepository = courseRepository; _sceneService = sceneService; _backgroundService = backgroundService; }