コード例 #1
0
 public SaveCharacterControl(CombatSystem cSys, EntityMaintenanceSystem entMaintSys, EntityManager eMan, NameSystem nSys)
 {
     combatSystem = cSys;
     entityMaintenanceSystem = entMaintSys;
     entityManager = eMan;
     nameSystem = nSys;
 }
コード例 #2
0
ファイル: InitActions.cs プロジェクト: InferiorOlive/AIQuest
        public InitActions(Lua Lua, CombatSystem cSys, NameSystem nSys)
        {
            combatSystem = cSys;
            nameSystem = nSys;
            lua = Lua;

            Initialize();
        }
コード例 #3
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ファイル: TownState.cs プロジェクト: InferiorOlive/AIQuest
        public TownState(CombatSystem cSys, EntityMaintenanceSystem entSys, EntityManager eMan, NameSystem nSys, StateMachine sM, PlayerSystem pS, GameMap gMap)
        {
            entMaintenanceSystem = entSys;
            stateSystem = sM;
            playerSystem = pS;
            gameMap = gMap;

            saveControl = new SaveCharacterControl(cSys, entSys, eMan, nSys);
        }
コード例 #4
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ファイル: StatusState.cs プロジェクト: InferiorOlive/AIQuest
        public StatusState(StatsSystem sS, ExperienceSystem eS, StateMachine sM, NameSystem nS, PlayerSystem pS, ProfessionSystem profS)
        {
            statsSystem = sS;
            experienceSystem = eS;
            nameSystem = nS;
            playerSystem = pS;
            professionSystem = profS;

            stateSystem = sM;
        }
コード例 #5
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        public InventoryState(EntityMaintenanceSystem emSys, StatsSystem sS, GearSystem gS, StatModifierSystem mS, ItemInventorySystem iS, StateMachine sM, NameSystem nSys)
        {
            entMaintenanceSystem = emSys;
            gearSystem = gS;
            statsSystem = sS;
            modifierSystem = mS;
            inventorySystem = iS;
            nameSystem = nSys;

            stateSystem = sM;
        }
コード例 #6
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ファイル: CombatState.cs プロジェクト: InferiorOlive/AIQuest
        public CombatState(Lua Lua, EffectSystem eSys, NameSystem nSys, PlayerSystem pSys, EntityManager eMan,CombatSystem cSys,GameMap gMap, StateMachine sMach)
        {
            lua = Lua;
            effectSystem = eSys;
            combatSystem = cSys;
            nameSystem = nSys;
            playerSystem = pSys;
            entityManager = eMan;
            gameMap = gMap;
            stateSystem = sMach;

            RegisterLuaFunctions();
        }
コード例 #7
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 public EntityMaintenanceSystem(EffectSystem eSys, EntityManager eMan, EquipmentSystem eqSys, ExperienceSystem xSys, GearSystem gSys, ItemInventorySystem invSys, ItemSystem iSys, NameSystem nSys, PlayerSystem pSys, ProfessionSystem profSys, StatsSystem sSys, StatModifierSystem smSys)
 {
     effectSystem = eSys;
     entityManager = eMan;
     equipmentSystem = eqSys;
     experienceSystem = xSys;
     gearSystem = gSys;
     inventorySystem=invSys;
     itemSystem = iSys;
     nameSystem = nSys;
     playerSystem = pSys;
     professionSystem = profSys;
     statsSystem = sSys;
     modifierSystem = smSys;
 }
コード例 #8
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ファイル: ShopState.cs プロジェクト: InferiorOlive/AIQuest
        public ShopState(EntityMaintenanceSystem eMS, GearSystem gSys, StatModifierSystem sMSys, StatsSystem sSys, ExperienceSystem eSys, PlayerSystem pSys, DropSystem dSys, NameSystem nSys, StateMachine sMach, ItemSystem iSys, GameMap gMap)
        {
            entMaintenanceSystem = eMS;
            gearSystem = gSys;
            modifierSystem = sMSys;
            statsSystem = sSys;
            experienceSystem = eSys;
            playerSystem = pSys;
            dropSystem=dSys;
            nameSystem = nSys;
            itemSystem = iSys;

            stateSystem = sMach;

            gameMap = gMap;
            NumItems = 5;
        }
コード例 #9
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ファイル: CombatSystem.cs プロジェクト: InferiorOlive/AIQuest
        public CombatSystem(Lua Lua, ActionSystem actSys, ActionInventorySystem actInvSys, AISystem aiSys, DropSystem dSys, EffectSystem eSys, EntityMaintenanceSystem eMainSys, ExperienceSystem xSys, ItemInventorySystem iSys, NameSystem nSys, PlayerSystem pSys, StatsSystem sSys)
        {
            actionSystem = actSys;
            aInventorySystem = actInvSys;
            aiSystem = aiSys;
            dropSystem = dSys;
            effectSystem = eSys;
            entityMaintenanceSystem = eMainSys;
            experienceSystem = xSys;
            inventorySystem = iSys;
            nameSystem = nSys;
            playerSystem = pSys;
            statsSystem = sSys;

            lua = Lua;
            RegisterLuaFunctions();
        }
コード例 #10
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 public EntityManager(StateMachine sMach, DropSystem dSys, PlayerSystem pS, StatsSystem sS, ItemSystem iS, StatModifierSystem mS, EffectSystem efS, EquipmentSystem eqS, AISystem aiS, GearSystem gS, ExperienceSystem xS, ItemInventorySystem invS, NameSystem nS, ProfessionSystem profS, ActionSystem actS, ActionInventorySystem aInvS, CombatSystem cSys, EntityMaintenanceSystem eMS)
 {
     stateSystem = sMach;
     dropSystem = dSys;
     entMaintenanceSystem = eMS;
     aInventorySystem = aInvS;
     combatSystem = cSys;
     playerSystem = pS;
     statsSystem = sS;
     itemSystem = iS;
     modifierSystem = mS;
     effectSystem = efS;
     equipmentSystem = eqS;
     aiSystem = aiS;
     gearSystem = gS;
     experienceSystem = xS;
     inventorySystem = invS;
     nameSystem = nS;
     professionSystem = profS;
     actionSystem = actS;
 }
コード例 #11
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 static void InitNames(NameSystem _ns, string fileName)
 {
     _ns.Names    = ReadNamesToList(fileName);
     _ns.MaxShips = _ns.Names.Count;
     _ns.CurShips = _ns.MaxShips;
 }
コード例 #12
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ファイル: PlayerState.cs プロジェクト: InferiorOlive/AIQuest
 public PlayerState(AISystem aiSys, CombatSystem cSys, NameSystem nSys)
 {
     combatSystem = cSys;
     aiSystem = aiSys;
     nameSystem = nSys;
 }
コード例 #13
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ファイル: Stun.cs プロジェクト: InferiorOlive/AIQuest
 public Stun(AISystem ai, NameSystem nS, double time)
 {
     aiSystem = ai;
     nameSystem = nS;
 }
コード例 #14
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 public GameOverState(NameSystem nS, StateMachine sM, EntityManager eM)
 {
     nameSystem = nS;
     stateSystem = sM;
     entityManager = eM;
 }
コード例 #15
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ファイル: AIQuest.cs プロジェクト: InferiorOlive/AIQuest
        private void InitializeSystems()
        {
            Console.WriteLine("Initializing Game Systems");

            professionSystem = new ProfessionSystem();
            effectSystem=new EffectSystem(lua);
            equipmentSystem = new EquipmentSystem();
            experienceSystem = new ExperienceSystem();         
            itemSystem = new ItemSystem();
            inventorySystem = new ItemInventorySystem();
            modifierSystem = new StatModifierSystem();
            nameSystem = new NameSystem(lua);
            playerSystem = new PlayerSystem(nameSystem, stateSystem);
            gearSystem = new GearSystem();
            statsSystem = new StatsSystem();
            aInventorySystem = new ActionInventorySystem(lua, statsSystem);
            actionSystem = new ActionSystem(lua);
            aiSystem = new AISystem();
            dropSystem = new DropSystem(dropMap);
        }