public MatchIntroState(GameState gameState) : base(gameState) { _stopwatch = new Stopwatch(); InputProcessor = new NoInputProcessor(); _playedSecondSound = false; }
public EndGameState(GameState gameState, bool playerWon) : base(gameState) { _stopwatch = new Stopwatch(); InputProcessor = new NoInputProcessor(); _playerWon = playerWon; }
public AbilitySelection(GameState gameState, IState previousState, ActionInformation actionInformation) : base(gameState) { _previousState = previousState; _actionInformation = actionInformation; InputProcessor = new AbilitySelectionProcessor(gameState, this); }
public ActionAnimationPlaying(GameState gameState, ActionInformation actionInformation, Tile tile) : base(gameState) { _actionInformation = actionInformation; _stateName = "ActorAnimationPlaying" + _num++; _script = _actionInformation.Script(tile); InputProcessor = new NoInputProcessor(); }
protected GameStateBase(GameState gameState) { GameState = gameState; }
public SelectWaitDirectionProcessor(GameState gameState, SelectWaitDirection selectWaitDirection) : base(gameState) { _selectWaitDirection = selectWaitDirection; }
public AbilitySelectionProcessor(GameState gameState, AbilitySelection abilitySelection) : base(gameState) { _abilitySelection = abilitySelection; }
public ActionSelection(GameState gameState, ActorBase actionActor) : base(gameState) { InputProcessor = new ActionSelectionProcessor(gameState, this); _actionActor = actionActor; }
public ActionSelectionProcessor(GameState gameState, ActionSelection actionSelection) : base(gameState) { _actionSelection = actionSelection; }
public AIDecision(GameState gameState, ActorBase actor) : base(gameState) { _actor = actor; InputProcessor = new NoInputProcessor(); }
public FreeCameraInputProcessor(GameState gameState, FreeCamera freeCamera) : base(gameState) { _freeCamera = freeCamera; }
public GameStateBaseInputProcessor(GameState gameState) : base(Keyboard.GetState(), Mouse.GetState()) { GameState = gameState; }
public FreeCamera(GameState gameState, IState previousState) : base(gameState) { _previousState = previousState; InputProcessor = new FreeCameraInputProcessor(gameState, this); }
public SelectWaitDirection(GameState gameState) : base(gameState) { InputProcessor = new SelectWaitDirectionProcessor(GameState, this); }