예제 #1
0
 public virtual void Destruct()
 {
     m_combat_factory = null;
     m_sync_server.Destruct();
     m_sync_server = null;
     m_logic_world.Destruct();
     m_logic_world = null;
 }
예제 #2
0
        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();
 }
예제 #7
0
 public CombatClient(ICombatFactory combat_factory)
 {
     m_combat_factory = combat_factory;
 }
예제 #8
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 public CombatServer(ICombatFactory combat_factory)
 {
     m_combat_factory = combat_factory;
 }