예제 #1
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 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();
 }
예제 #6
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        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 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 ExploreStatus(ISoulBinder binder, Entity player , IMapFinder map , Guid target_id)
 {
     _Binder = binder;
     _Player = player;
     _Map = map;
     _TargetId = target_id;
     _CastTimer = new TimeCounter();
 }
예제 #11
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 public ExploreStatus(IBinder binder, Entity player, IMapFinder map, Guid target_id)
 {
     _Binder    = binder;
     _Player    = player;
     _Map       = map;
     _TargetId  = target_id;
     _CastTimer = new TimeCounter();
 }
예제 #12
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 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;
 }
예제 #13
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 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;
 }
예제 #14
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 public Aboriginal(IMapFinder map, IMapGate gate, Entity actor, Wisdom wisdom)
 {
     _Gate    = gate;
     _Wisdom  = wisdom;
     _Updater = new Updater();
     _Map     = map;
     _Actor   = actor;
     _Machine = new StageMachine();
 }
예제 #15
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 public Aboriginal(IMapFinder map, IMapGate gate, Entity actor, Behavior behavior)
 {
     _Gate     = gate;
     _Behavior = behavior;
     _Updater  = new Updater();
     _Map      = map;
     _Actor    = actor;
     _Machine  = new StatusMachine();
 }
예제 #16
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 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;
 }
예제 #17
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 public Aboriginal(IMapFinder map,IMapGate gate, Entity actor ,  Wisdom wisdom)
 {
     _Gate = gate;
     _Wisdom = wisdom;
     _Updater = new Updater();
     _Map = map;
     _Actor = actor;
     _Machine = new StageMachine();
 }
예제 #18
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 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;
        }
예제 #22
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 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);
 }
예제 #23
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        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);
        }
예제 #24
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        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;
 }
예제 #26
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        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);
        }
예제 #27
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 private void _ToGame(IMapFinder map)
 {
     var stage = new GameStage(_Wisdom.GetSoulBinder() ,  map , _Gate, _Actor , _Wisdom);
     stage.ExitEvent += _ToDone ;
     stage.TransmitEvent += (target) => { };
     _Machine.Push(stage);
 }
예제 #28
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 public GameStage(ISoulBinder binder, IMapFinder map, IMapGate gate, Entity entity, Wisdom wisdom) : this(binder, map, gate, entity)
 {
     _Wisdom = wisdom;
 }
예제 #29
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 public GameStage(ISoulBinder binder, IMapFinder map, IMapGate gate, Entity entity, Wisdom wisdom)
     : this(binder, map, gate, entity)
 {
     _Wisdom = wisdom;
 }
예제 #30
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 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;
 }