public CharacterSystem(PBaseDefenseGame PBDGame) : base(PBDGame) { Initialize(); // 註冊事件 m_PBDGame.RegisterGameEvent(ENUM_GameEvent.NewStage, new NewStageObserverSoldierAddMedal(m_PBDGame)); }
public CharacterSystem(PBaseDefenseGame PBDGame):base(PBDGame) { Initialize(); // 註冊事件 m_PBDGame.RegisterGameEvent( ENUM_GameEvent.NewStage , new NewStageObserverSoldierAddMedal(m_PBDGame)); }
// 加入管理器 public abstract void AddCharacterSystem( PBaseDefenseGame PBDGame );
public AchievementSystem(PBaseDefenseGame thePBasDefenseGame) : base(thePBasDefenseGame) { }
public IUserInterface( PBaseDefenseGame PBDGame ) { m_PBDGame = PBDGame; }
public CampSystem(PBaseDefenseGame PBDGame):base(PBDGame) { Initialize(); }
// 設定主遊戲界面 public void SetPBaseDefenseGame(PBaseDefenseGame PBDGame) { m_PBDGame = PBDGame; }
public GamePauseUI(PBaseDefenseGame PBDGame) : base(PBDGame) { Initialize(); }
private Vector3 m_Position; // 出現位置 public TrainCaptiveCommand(ENUM_Enemy emEnemy, Vector3 Position, PBaseDefenseGame PBDGame) { m_PBDGame = PBDGame; m_emEnemy = emEnemy; m_Position = Position; }
public EnemyKilledObserverUI(PBaseDefenseGame PBDGame) { m_PBDGame = PBDGame; }
public class AchievementSystem { public AchievementSystem(PBaseDefenseGame a) { }
public class APSystem { public APSystem(PBaseDefenseGame a) { }
public class CharacterSystem { public CharacterSystem(PBaseDefenseGame a) { }
public GameEventSystem(PBaseDefenseGame PBDGame):base(PBDGame) { Initialize(); }
private UnitCountVisitor m_UnitCountVisitor = new UnitCountVisitor(); // 雙方角色計數 // public GameStateInfoUI( PBaseDefenseGame PBDGame ):base(PBDGame) { Initialize(); }
private bool m_bCreateStage = false; // 是否需要建立關卡 public StageSystem(PBaseDefenseGame PBDGame) : base(PBDGame) { Initialize(); }
public CampSystem(PBaseDefenseGame thePBaseDefenseGame) : base(thePBaseDefenseGame) { }
public AchievementSystem(PBaseDefenseGame PBDGame):base(PBDGame) { Initialize(); }
// 加入管理器 public override void AddCharacterSystem(PBaseDefenseGame PBDGame) { PBDGame.AddSoldier(m_BuildParam.NewCharacter as ISoldier); }
public GameStateInfoUI(PBaseDefenseGame pBaseDefenseGame) : base(pBaseDefenseGame) { }
public SoldierInfoUI( PBaseDefenseGame PBDGame ):base(PBDGame) { Initialize(); }
// 加入管理器 public override void AddCharacterSystem( PBaseDefenseGame PBDGame) { PBDGame.AddEnemy( m_BuildParam.NewCharacter as IEnemy ); }
public ComboObserver(PBaseDefenseGame PBDGame) { m_PBDGame = PBDGame; }
public SoldierInfoUI(PBaseDefenseGame pBaseDefenseGame) : base(pBaseDefenseGame) { }
public GamePauseUI( PBaseDefenseGame PBDGame ):base(PBDGame) { Initialize(); }
public CharacterBuilderSystem(PBaseDefenseGame PBDGame):base(PBDGame) {}
public SoldierAddMedalVisitor( PBaseDefenseGame PBDGame) { m_PBDGame = PBDGame; }
public NewStageObserverSoldierAddMedal(PBaseDefenseGame PBDGame) { m_PBDGame = PBDGame; }
private UnitCountVisitor m_UnitCountVisitor = new UnitCountVisitor(); // 雙方角色計數 // public GameStateInfoUI(PBaseDefenseGame PBDGame) : base(PBDGame) { Initialize(); }
public IGameSystem( PBaseDefenseGame PBDGame ) { m_PBDGame = PBDGame; }
public SoldierAddMedalVisitor(PBaseDefenseGame PBDGame) { m_PBDGame = PBDGame; }
private UnitCountVisitor m_UnitCountVisitor = new UnitCountVisitor(); // 存活單位計數 public CampInfoUI( PBaseDefenseGame PBDGame ):base(PBDGame) { Initialize(); }
public GameEventSystem(PBaseDefenseGame PBDGame) : base(PBDGame) { Initialize(); }
public EnemyKilledObserverUI(PBaseDefenseGame PBDGame ) { m_PBDGame = PBDGame; }
public APSystem(PBaseDefenseGame thePBasDefenseGame) : base(thePBasDefenseGame) { }
// 加入管理器(Soldier) public override void AddCharacterSystem( PBaseDefenseGame PBDGame ) { PBDGame.AddSoldier( m_BuildParam.NewCharacter as ISoldier ); }
// 加入管理器 public override void AddCharacterSystem(PBaseDefenseGame PBDGame) { PBDGame.AddEnemy(m_BuildParam.NewCharacter as IEnemy); }
public AchievementSystem(PBaseDefenseGame PBDGame) : base(PBDGame) { Initialize(); }
public SoldierInfoUI(PBaseDefenseGame PBDGame) : base(PBDGame) { Initialize(); }
public GamePauseUI(PBaseDefenseGame pBaseDefenseGame) : base(pBaseDefenseGame) { }
private UnitCountVisitor m_UnitCountVisitor = new UnitCountVisitor(); // 存活单位计数 public CampInfoUI(PBaseDefenseGame PBDGame) : base(PBDGame) { Initialize(); }
public IUserInterface(PBaseDefenseGame PBDGame) { m_PBDGame = PBDGame; }
public IGameSystem(PBaseDefenseGame PBDGame) { m_PBDGame = PBDGame; }
public GameEventSystem(PBaseDefenseGame thePBaseDefenseGame) : base(thePBaseDefenseGame) { }
public CampInfoUI(PBaseDefenseGame pBaseDefenseGame) : base(pBaseDefenseGame) { }
// 加入管理器 public abstract void AddCharacterSystem(PBaseDefenseGame PBDGame);
private Vector3 m_Position; // 出現位置 public TrainCaptiveCommand(ENUM_Enemy emEnemy, Vector3 Position,PBaseDefenseGame PBDGame) { m_PBDGame = PBDGame; m_emEnemy = emEnemy; m_Position = Position; }