public TopBar(RotatingCursorScheme scheme, InventoryPanel invPanel, OptionsPanel optionsPanel, FeaturesTopWindow featuresPanel) { _scheme = scheme; _invPanel = invPanel; _optionsPanel = optionsPanel; _featuresPanel = featuresPanel; }
public async Task LoadAsync(IGame game) { var factory = game.Factory; Point = await loadCursor("point.bmp", factory); Walk = await loadCursor("walk.bmp", factory); Look = await loadCursor("eye.bmp", factory); Talk = await loadCursor("talk.bmp", factory); Interact = await loadCursor("hand.bmp", factory); Wait = await loadCursor("wait.bmp", factory); Scheme = new RotatingCursorScheme(game, Look, Walk, Interact, Wait); Scheme.AddCursor(TALK_MODE, Talk, true); Scheme.AddCursor(POINT_MODE, Point, false); Scheme.Start(); }
public OptionsPanel(RotatingCursorScheme scheme) { _scheme = scheme; }
public FeaturesMoveAreaPanel(IGame game, IObject parent, RotatingCursorScheme scheme) { _game = game; _parent = parent; _scheme = scheme; }
public FeaturesTopWindow(RotatingCursorScheme scheme) { _scheme = scheme; _layer = new AGSRenderLayer(AGSLayers.UI.Z, independentResolution: new Size(1200, 800)); _panels = new Dictionary <string, Lazy <IFeaturesPanel> >(); }
public TopBar(RotatingCursorScheme scheme, InventoryPanel invPanel, OptionsPanel optionsPanel) { _scheme = scheme; _invPanel = invPanel; _optionsPanel = optionsPanel; }
public InventoryPanel(RotatingCursorScheme scheme) { _scheme = scheme; }