public void WriteState(Structs.Game.StructGameState state) { WriteClassHeader(state.Name, "SynCState"); ClassVars.Clear(); AddVars(state.InitS.Code); AddVars(state.UpdateS.Code); AddVars(state.DrawS.Code); foreach (var nv in Vars) { ClassVars.Add(nv); } WriteVars(); Write(" public override void Init()"); Write(" {"); WriteCode(state.InitS.Code); Write(" }"); Write(" public override void Update()"); Write(" {"); WriteCode(state.UpdateS.Code); Write(" }"); Write(" public override void Draw()"); Write(" {"); WriteCode(state.DrawS.Code); Write(" }"); WriteClassFooter(); ClassVars.Clear(); }
public void WriteStateVar(Structs.Game.StructGameState state) { C(" public " + state.Name + " s_" + state.Name + ";"); Write(""); }