public GameBase(LNBase p) { Loaded = false; Parent = p; Scenes = new SceneHandler(this); Started = false; AUTH = false; }
/// <summary> /// Set to defualt behaviour of a scene (show at once) /// </summary> /// <param name="sh">SceneHandler to access other scenes</param> public SceneBehaviour(SceneHandler sh) { Period = 0; Parent = sh; Before = () => { }; After = () => { }; Update = (int cycle, SceneValues sv) => { sv.SetVisible(sv.FullLength); return(true); }; Reset( ); }
/// <summary> /// Set behaviour of given scene /// </summary> /// <param name="sh">SceneHandler to be able toaccess other scenes</param> /// <param name="updatepace">Spped in ms of update function</param> /// <param name="upt">Update function. If returns true, scene ends</param> /// <param name="aft">Function after </param> /// <param name="bef"></param> public SceneBehaviour(SceneHandler sh, int updatepace = 100, Func <int, SceneValues, bool> upt = null, Action aft = null, Action bef = null ) { Parent = sh; Period = updatepace; if (upt == null) { upt = (int c, SceneValues sv) => { if (c < sv.FullLength) { sv.SetVisible(c); return(false); // continue; } sv.SetVisible(sv.FullLength); return(true); // break; } } ; if (aft == null) { aft = () => { } } ; if (bef == null) { bef = () => { } } ; Before = bef; Update = upt; After = aft; Reset( ); }