public SaveCharacterControl(CombatSystem cSys, EntityMaintenanceSystem entMaintSys, EntityManager eMan, NameSystem nSys) { combatSystem = cSys; entityMaintenanceSystem = entMaintSys; entityManager = eMan; nameSystem = nSys; }
public LoadCharacterState(CombatSystem cSys, EntityMaintenanceSystem eMaintSys, EntityManager eMan, StateMachine sMach) { combatSystem = cSys; entityMaintenanceSystem = eMaintSys; entityManager = eMan; stateSystem = sMach; }
public InitActions(Lua Lua, CombatSystem cSys, NameSystem nSys) { combatSystem = cSys; nameSystem = nSys; lua = Lua; Initialize(); }
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; }
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); }
public EnemyGenerator(Lua Lua, CombatSystem cSys, EntityManager eMan) { combatSystem = cSys; entityManager = eMan; lua = Lua; RegisterLuaFunctions(); instance = this; }
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(); }
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; }
public CombatInstance(Lua Lua, CombatSystem cSys) { lua = Lua; combatSystem = cSys; }
public SimpleWarriorAggro(AISystem aiSys, CombatSystem cSys) { aiSystem = aiSys; combatSystem = cSys; }
public PlayerState(AISystem aiSys, CombatSystem cSys, NameSystem nSys) { combatSystem = cSys; aiSystem = aiSys; nameSystem = nSys; }
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); }
public SimpleWarriorDefensive(AISystem aiSys, CombatSystem cSys) { aiSystem = aiSys; combatSystem = cSys; }
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; }