public PortalWisdom(Entity entity, string target_realm, ENTITY[] pass_entity, IMapGate gate, IMapFinder finder) { _Entity = entity; _TargetRealm = target_realm; _PassEntity = pass_entity; _Gate = gate; _Finder = finder; }
public ControlStatus(ISoulBinder binder, Entity player, IMapFinder map) { _Binder = binder; _Player = player; _Map = map; _Status = new StageMachine(); _TimeCounter = new TimeCounter(); }
public StrongholdWisdom(ENTITY[] entitys, IIndividual player, IMapGate gate, IMapFinder finder) { _Ids = new Queue<Guid>(); _Entitys = entitys; _Player = player; _Gate = gate; _Finder = finder; }
public StrongholdBehavior(ENTITY[] entitys, IIndividual player, IMapGate gate, IMapFinder finder) { _Ids = new Queue <Guid>(); _Entitys = entitys; _Player = player; _Gate = gate; _Finder = finder; }
public ControlStatus(ISoulBinder binder, Entity player, Mover mover , IMapFinder map) { _Binder = binder; _Player = player; _Map = map; _Status = new StageMachine(); _TimeCounter = new TimeCounter(); }
private void _ToGame(IMapFinder map) { var stage = new GameStage(_Wisdom.GetSoulBinder(), map, _Gate, _Actor, _Wisdom); stage.ExitEvent += _ToDone; stage.TransmitEvent += (target) => { }; _Machine.Push(stage); }
public FieldWisdom(ENTITY[] types, Entity owner, IMapGate gate, IMapFinder finder) { _Ids = new Queue<Guid>(); _Types = types; _Owner = owner; _Gate = gate; _Finder = finder; }
public FieldBehavior(ENTITY[] types, Entity owner, IMapGate gate, IMapFinder finder) { _Ids = new Queue <Guid>(); _Types = types; _Owner = owner; _Gate = gate; _Finder = finder; }
public ExploreStatus(ISoulBinder binder, Entity player , IMapFinder map , Guid target_id) { _Binder = binder; _Player = player; _Map = map; _TargetId = target_id; _CastTimer = new TimeCounter(); }
public ExploreStatus(IBinder binder, Entity player, IMapFinder map, Guid target_id) { _Binder = binder; _Player = player; _Map = map; _TargetId = target_id; _CastTimer = new TimeCounter(); }
public AidStatus(ISoulBinder binder, Entity player,IMapFinder map, Guid item_id) { _Targets = new Dictionary<Guid, IIndividual>(); _TimeCounter = new TimeCounter(); _Binder = binder; _Player = player; _Map = map; _ItemId = item_id; }
public ChestBehavior(Entity owner, Entity exit, Entity debirs, Entity door, IMapFinder finder, IMapGate gate) { _Owner = owner; _Exit = exit; _Chest = debirs; _Door = door; _Finder = finder; _Gate = gate; }
public Aboriginal(IMapFinder map, IMapGate gate, Entity actor, Wisdom wisdom) { _Gate = gate; _Wisdom = wisdom; _Updater = new Updater(); _Map = map; _Actor = actor; _Machine = new StageMachine(); }
public Aboriginal(IMapFinder map, IMapGate gate, Entity actor, Behavior behavior) { _Gate = gate; _Behavior = behavior; _Updater = new Updater(); _Map = map; _Actor = actor; _Machine = new StatusMachine(); }
public ChestWisdom(Entity owner, Entity exit, Entity debirs, Entity door, IMapFinder finder, IMapGate gate) { _Owner = owner; _Exit = exit; _Chest = debirs; _Door = door; _Finder = finder; _Gate = gate; }
public Aboriginal(IMapFinder map,IMapGate gate, Entity actor , Wisdom wisdom) { _Gate = gate; _Wisdom = wisdom; _Updater = new Updater(); _Map = map; _Actor = actor; _Machine = new StageMachine(); }
public AidStatus(IBinder binder, Entity player, IMapFinder map, Guid item_id) { _Targets = new Dictionary <Guid, IIndividual>(); _TimeCounter = new TimeCounter(); _Binder = binder; _Player = player; _Map = map; _ItemId = item_id; }
public ChestExcludeAction(IMapGate gate, IMapFinder finder, Entity owner, Entity door, Entity exit) { _Contestants = new List <Guid>(); _Gate = gate; _Finder = finder; _Owner = owner; _Door = door; _Exit = exit; }
public BattleCasterStatus(ISoulBinder binder, Entity player, IMapFinder map, SkillCaster caster) { _CastTimer = new TimeCounter(); _Attacked = new HashSet<Guid>(); _Binder = binder; _Player = player; _Map = map; _Caster = caster; _MoveController = new MoveController(player); }
public ChestExcludeAction(IMapGate gate , IMapFinder finder, Entity owner, Entity door, Entity exit) { _Contestants = new List<Guid>(); _Gate = gate; _Finder = finder; _Owner = owner; _Door = door; _Exit = exit; }
public BattleCasterStatus(ISoulBinder binder, Entity player, IMapFinder map, SkillCaster caster) { _CastTimer = new TimeCounter(); _Attacked = new HashSet <Guid>(); _Binder = binder; _Player = player; _Map = map; _Caster = caster; _MoveController = new MoveController(player); }
public GameStage(ISoulBinder binder, IMapFinder map, IMapGate gate, Entity entity) { _Gate = gate; _Map = map; _Binder = binder; _DeltaTimeCounter = new TimeCounter(); _UpdateTimeCounter = new TimeCounter(); _Updater = new Updater(); _Machine = new StageMachine(); _DifferenceNoticer = new DifferenceNoticer <IIndividual>(); _Player = entity; _Mover = new Mover(this._Player); }
public GameStage(ISoulBinder binder, IMapFinder map , IMapGate gate, Entity entity) { _Gate = gate; _Map = map; _Binder = binder; _DeltaTimeCounter = new TimeCounter(); _UpdateTimeCounter = new TimeCounter(); _Updater = new Updater(); _Machine = new StageMachine(); _DifferenceNoticer = new DifferenceNoticer<IIndividual>(); _Player = entity; _Mover = new Mover(this._Player); }
internal EntityGroupBuilder(string id , IMapFinder finder , IMapGate gate) { _Id = id; _Finder = finder; _Gate = gate; }
public void TestMapFind() { Map map = new Map(); Rect rect = new Rect(0.5f, 5, 1, 10); Polygon meshs1 = new Polygon(new[] { new Vector2(1, 1), new Vector2(2, 1), new Vector2(2, 2), new Vector2(1, 2) }); Polygon meshs2 = new Polygon(new[] { new Vector2(1, 1), new Vector2(2, 1), new Vector2(2, 2), new Vector2(1, 2) }); Polygon meshs3 = new Polygon(new[] { new Vector2(1, 1), new Vector2(2, 1), new Vector2(2, 2), new Vector2(1, 2) }); Polygon meshs4 = new Polygon(new[] { new Vector2(1, 1), new Vector2(2, 1), new Vector2(2, 2), new Vector2(1, 2) }); Polygon meshs5 = new Polygon(new[] { new Vector2(1, 1), new Vector2(2, 1), new Vector2(2, 2), new Vector2(1, 2) }); meshs2.Offset(0, 2); meshs3.Offset(0, 4); meshs4.Offset(0, 6); meshs5.Offset(0, 8); IIndividual[] visables = { new Entity(meshs1), new Entity(meshs2), new Entity(meshs3), new Entity(meshs4), new Entity(meshs5) }; foreach (var visable in visables) { map.JoinStaff(visable); } IMapFinder finder = map; var results = finder.Find(rect); foreach (var visable in visables) { map.Left(visable); } Assert.AreEqual(5, results.Length); }
private void _ToGame(IMapFinder map) { var stage = new GameStage(_Wisdom.GetSoulBinder() , map , _Gate, _Actor , _Wisdom); stage.ExitEvent += _ToDone ; stage.TransmitEvent += (target) => { }; _Machine.Push(stage); }
public GameStage(ISoulBinder binder, IMapFinder map, IMapGate gate, Entity entity, Wisdom wisdom) : this(binder, map, gate, entity) { _Wisdom = wisdom; }
public GameStage(ISoulBinder binder, IMapFinder map, IMapGate gate, Entity entity, Behavior behavior) : this(binder, map, gate, entity) { _Behavior = behavior; }
internal EntityGroupBuilder(string id, IMapFinder finder, IMapGate gate) { _Id = id; _Finder = finder; _Gate = gate; }