public PlayerController(TimedInstruction instruction) { if (instruction != null) { this._nextInstruction = instruction; } }
public PlayerController(IEnumerable<TimedInstruction> instructions) { if (instructions != null) { foreach (var item in instructions) { this._instructions.Enqueue(item); } this._nextInstruction = this._instructions.Dequeue(); } }
public static TimedInstruction InitialState() { var result = new TimedInstruction(TimeSpan.Zero, Instruction.DoNothingInstruction()); return(result); }
public void ProcessInput(GameTime gameTime) { if (this._nextInstruction != null && gameTime.TotalGameTime >= this._nextInstruction.TakesEffectFrom) { this._currentInstruction = this._nextInstruction.Instruction; System.Diagnostics.Trace.WriteLine("ProcessInput changing to: " + this._currentInstruction); this._nextInstruction = this._instructions.Count != 0 ? this._instructions.Dequeue() : null; } this.Direction = this._currentInstruction.Direction; this.FireStatus1 = this._currentInstruction.FireStatus1; this.FireStatus2 = this._currentInstruction.FireStatus2; this._currentInstruction = Instruction.DoNothingInstruction(); }
public static TimedInstruction InitialState() { var result = new TimedInstruction(TimeSpan.Zero, Instruction.DoNothingInstruction()); return result; }