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
 public LoadCharacterState(CombatSystem cSys, EntityMaintenanceSystem eMaintSys, EntityManager eMan, StateMachine sMach)
 {
     combatSystem = cSys;
     entityMaintenanceSystem = eMaintSys;
     entityManager = eMan;
     stateSystem = sMach;
 }
コード例 #3
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 #4
0
 public NewCharacterState(CombatSystem cSys, EntityMaintenanceSystem eSys, EntityManager eMan, StateMachine sMach, PlayerSystem pSys, AISystem aiSys)
 {
     combatSystem = cSys;
     entMaintenanceSystem = eSys;
     playerSystem = pSys;
     entityManager = eMan;
     stateSystem = sMach;
     aiSystem = aiSys;
 }
コード例 #5
0
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 #6
0
        public EnemyGenerator(Lua Lua, CombatSystem cSys, EntityManager eMan)
        {
            combatSystem = cSys;
            entityManager = eMan;
            lua = Lua;

            RegisterLuaFunctions();

            instance = this;
        }
コード例 #7
0
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 #8
0
 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 #9
0
 public CombatInstance(Lua Lua, CombatSystem cSys)
 {
     lua = Lua;
     combatSystem = cSys;
 }
コード例 #10
0
 public SimpleWarriorAggro(AISystem aiSys, CombatSystem cSys)
 {
     aiSystem = aiSys;
     combatSystem = cSys;
 }
コード例 #11
0
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 #12
0
ファイル: AIQuest.cs プロジェクト: InferiorOlive/AIQuest
        private void InitializeSuperSystems()
        {          
            entityMaintenanceSystem = new EntityMaintenanceSystem(effectSystem, entityManager, equipmentSystem, experienceSystem, gearSystem, inventorySystem, itemSystem, nameSystem, playerSystem, professionSystem, statsSystem, modifierSystem);
            combatSystem = new CombatSystem(lua, actionSystem, aInventorySystem, aiSystem, dropSystem, effectSystem, entityMaintenanceSystem, experienceSystem, inventorySystem, nameSystem, playerSystem, statsSystem);

            entityManager = new EntityManager(stateSystem, dropSystem, playerSystem, statsSystem, itemSystem, modifierSystem, effectSystem, equipmentSystem, aiSystem, gearSystem, experienceSystem, inventorySystem, nameSystem, professionSystem, actionSystem, aInventorySystem, combatSystem, entityMaintenanceSystem);
            messageDispatcher = new MessageDispatcher(entityManager);
            itemGenerator = new ItemGenerator(entityManager, modifierSystem);
            enemyGenerator = new EnemyGenerator(lua, combatSystem, entityManager);
        }
コード例 #13
0
 public SimpleWarriorDefensive(AISystem aiSys, CombatSystem cSys)
 {
     aiSystem = aiSys;
     combatSystem = cSys;
 }
コード例 #14
0
        public bool Extract(CombatSystem combatSystem, EntityMaintenanceSystem entityMaintenanceSystem, EntityManager entityManager)
        {
            entityManager.AddEntity(character);
            entityManager.RegisterEntityComponents(character.ID);

            entityManager.AddEntity(profession);
            entityManager.RegisterEntityComponents(profession.ID);

            entityMaintenanceSystem.SetProfessionID(character.ID, profession.ID);

            for (int i = 0; i < equippedItems.Count; i++)
            {
                entityManager.AddEntity(equippedItems[i]);
                entityManager.RegisterEntityComponents(equippedItems[i].ID);
            }

            for (int i = 0; i < inventoryContents.Count; i++)
            {
                entityManager.AddEntity(inventoryContents[i]);
                entityManager.RegisterEntityComponents(inventoryContents[i].ID);
            }

            for (int i = 0; i < actionItems.Count; i++)
            {
                entityManager.AddEntity(actionItems[i]);
                entityManager.RegisterEntityComponents(actionItems[i].ID);
            }

            combatSystem.AddAIState(character.ID, "player");
            entityMaintenanceSystem.UpdateCurrentStatValues(character.ID);
            for (int i = 0; i < 4; i++)
            {
                combatSystem.Draw(character.ID, 0);
            }

            return true;
        }