public virtual void Destruct() { m_combat_factory = null; m_sync_server.Destruct(); m_sync_server = null; m_logic_world.Destruct(); m_logic_world = null; }
public virtual void Destruct() { m_sync_client.Destruct(); m_sync_client = null; m_render_world.Destruct(); m_render_world = null; m_logic_world.Destruct(); m_logic_world = null; m_combat_factory = null; m_level_data = null; }
public CombatDirector(PlayerModels.PlayerModel playerModel, string initialMap, Func <int> randomNumberGenerator, Func <float> initiativeCalculator, Action onGameOver, Action onUpdate, Action <CombatEndType> onCombatComplete) { factory = new LiveImplementation.CombatFactory(playerModel, initialMap, randomNumberGenerator, initiativeCalculator, onGameOver, onUpdate, onCombatComplete); }
public CombatDirector() { //Default to dummy factory factory = new DummyImplementation.DummyCombatFactory(); }
public CombatDirector(PlayerModels.PlayerModel playerModel, string initialMap, Func<int> randomNumberGenerator, Func<float> initiativeCalculator, Action onGameOver, Action onUpdate, Action<CombatEndType> onCombatComplete) { factory = new LiveImplementation.CombatFactory(playerModel, initialMap, randomNumberGenerator, initiativeCalculator, onGameOver, onUpdate, onCombatComplete); }
public CombatDirector() { //Default to dummy factory factory = new DummyImplementation.DummyCombatFactory(); }
public CombatClient(ICombatFactory combat_factory) { m_combat_factory = combat_factory; }
public CombatServer(ICombatFactory combat_factory) { m_combat_factory = combat_factory; }