예제 #1
0
 public User(ISoulBinder soul_binder,IAccountFinder account_finder , IWheelService wheel_service)
 {
     _SoulBinder = soul_binder;
     _AccountFinder = account_finder;
     _WheelService = wheel_service;
     _Machine = new StageMachine();
 }
예제 #2
0
        public Center(ISoulBinder binder)
        {
            _Updater = new Updater();
            _Players = new List <Player>();

            _Binder = binder; // server
        }
예제 #3
0
        public FormulaStage(ISoulBinder binder, ExpansionFeature expansion_feature)
        {
            _Binder           = binder;
            _ExpansionFeature = expansion_feature;

            _ZsFishFormulaInitialer = new ZsFishFormulaInitialer(expansion_feature.FormulaPlayerRecorder, expansion_feature.FormulaFarmRecorder);
        }
예제 #4
0
 // private Center _Center;
 public Logic(
     ISoulBinder binder,
     Regulus.Utility.Console.IViewer viewer)
 {
     _Binder = binder;
     _Viewer = viewer;
 }
예제 #5
0
        public User(
            ISoulBinder binder,
            IAccountFinder account_finder,
            IFishStageQueryer queryer,
            IGameRecorder game_record_handler,
            ITradeNotes trade_account)
        {
            _Machine = new StageMachine();

            _Binder           = binder;
            _AccountFinder    = account_finder;
            _FishStageQueryer = queryer;
            var locks = new[]
            {
                new StageLock
                {
                    KillCount = 200,
                    Stage     = 3
                }
            };

            _StageTicketInspector = new StageTicketInspector(new StageGate(locks));

            _GameRecorder = game_record_handler;

            _TradeAccount = trade_account;
        }
예제 #6
0
 public SelectStage(int[] stages, ISoulBinder binder, IFishStageQueryer fish_stag_queryer)
 {
     _Binder           = binder;
     _FishStageQueryer = fish_stag_queryer;
     _Querying         = false;
     _Stages           = stages;
 }
예제 #7
0
 public SelectStage(int[] stages, ISoulBinder binder, IFishStageQueryer fish_stag_queryer)
 {
     _Binder = binder;
     _FishStageQueryer = fish_stag_queryer;
     _Querying = false;
     _Stages = stages;
 }
 public ControlStatus(ISoulBinder binder, Entity player, IMapFinder map)
 {
     _Binder      = binder;
     _Player      = player;
     _Map         = map;
     _Status      = new StageMachine();
     _TimeCounter = new TimeCounter();
 }
        public NormalStatus(ISoulBinder binder, Entity player)
        {
            _TimeCounter = new TimeCounter();
            _Binder = binder;
            _Player = player;

            _MoveController = new MoveController(_Player);
        }
예제 #10
0
        public NormalStatus(ISoulBinder binder, Entity player)
        {
            _TimeCounter = new TimeCounter();
            _Binder      = binder;
            _Player      = player;

            _MoveController = new MoveController(_Player);
        }
예제 #11
0
파일: User.cs 프로젝트: jiowchern/Regulus
        private User(ISoulBinder binder)
        {
            _Machine = new StageMachine();
            _Binder = binder;

            _Version = typeof(IVerify).Assembly.GetName()
                                    .Version.ToString();
        }
 public ExploreStatus(ISoulBinder binder, Entity player, IMapFinder map, Guid target_id)
 {
     _Binder    = binder;
     _Player    = player;
     _Map       = map;
     _TargetId  = target_id;
     _CastTimer = new TimeCounter();
 }
예제 #13
0
        public StunStatus(ISoulBinder binder, Entity player)
        {
            _Binder = binder;
            _Player = player;

            _Counter = new TimeCounter();
            _Stun    = 10f;
        }
예제 #14
0
파일: Player.cs 프로젝트: kof1016/DataFlow
 public Player(ISoulBinder binder, Guid id, int character, bool main_player)
 {
     _Binder     = binder;
     Id          = id;
     Character   = character;
     _MainPlayer = main_player;
     _Counter    = new TimeCounter();
 }
 public ExploreStatus(ISoulBinder binder, Entity player , IMapFinder map , Guid target_id)
 {
     _Binder = binder;
     _Player = player;
     _Map = map;
     _TargetId = target_id;
     _CastTimer = new TimeCounter();
 }
 public ControlStatus(ISoulBinder binder, Entity player, Mover mover , IMapFinder map)
 {
     _Binder = binder;
     _Player = player;
     _Map = map;
     _Status = new StageMachine();
     _TimeCounter = new TimeCounter();
 }
예제 #17
0
        public FormulaStage(ISoulBinder binder, ExpansionFeature expansion_feature)
        {
            _Binder = binder;
            _ExpansionFeature = expansion_feature;

            _ZsFishFormulaInitialer = new ZsFishFormulaInitialer(
                expansion_feature.FormulaPlayerRecorder,
                expansion_feature.FormulaFarmRecorder);
        }
예제 #18
0
 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 #19
0
        internal void Push(ISoulBinder soulBinder, IUpdatable handler)
        {
            _RequesterHandlers.Add(handler);

            lock (_Binders)
            {
                _Binders.Enqueue(soulBinder);
            }
        }
예제 #20
0
        public User(ISoulBinder binder, GameLobby game_lobby)
        {
            _Binder    = binder;
            _GameLobby = game_lobby;

            _Machine = new StageMachine();

            Position = new PlayerPosition();
        }
예제 #21
0
파일: User.cs 프로젝트: kof1016/Cluedo
		public User(ISoulBinder binder, GameLobby game_lobby)
		{
			_Binder = binder;
			_GameLobby = game_lobby;

			_Machine = new StageMachine();

			Position = new PlayerPosition();
        }
예제 #22
0
 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 #23
0
        public User(ISoulBinder binder, IAccountFinder account_finder, IGameRecorder game_record_handler, Zone zone)
        {
            this._Machine = new StageMachine();

            this._Binder = binder;
            this._AccountFinder = account_finder;
            this._GameRecorder = game_record_handler;
            this._Zone = zone;
            _Version = "0.0.0.0";
        }
예제 #24
0
        public Application()
        {
            var protocol = _CreateProtocol("MessagingGatewayDataDefine.Protocol.dll", "DataDefine.Protocol");

            var agent = new Agent(protocol);

            _GhostQuerier = agent.GhostQuerier; // client
            _Binder       = agent.Binder;       // server
            _Agent        = agent;
        }
예제 #25
0
        public User(ISoulBinder binder, IAccountFinder account_finder, IGameRecorder game_record_handler, Zone zone)
        {
            this._Machine = new StageMachine();

            this._Binder        = binder;
            this._AccountFinder = account_finder;
            this._GameRecorder  = game_record_handler;
            this._Zone          = zone;
            _Version            = "0.0.0.0";
        }
 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 #27
0
 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 #28
0
파일: Center.cs 프로젝트: jiowchern/Regulus
        void ICore.AssignBinder(ISoulBinder binder)
        {
            var user = new User(
                binder,
                _AccountFinder,
                _FishStageQueryer,
                _GameRecorder,
                _Tradefinder);

            _Hall.PushUser(user);
        }
예제 #29
0
        void ICore.AssignBinder(ISoulBinder binder)
        {
            var user = new User(
                binder,
                _AccountFinder,
                _FishStageQueryer,
                _GameRecorder,
                _Tradefinder);

            _Hall.PushUser(user);
        }
예제 #30
0
 public PlayStage(ISoulBinder binder, IFishStage fish_stage, GamePlayerRecord money)
 {
     _Fishs = new List<Fish>();
     _Bullets = new List<Bullet>();
     _Requests = new Dictionary<int, HitRequest>();
     _Binder = binder;
     _FishStage = fish_stage;
     _DeadFishCount = 0;
     _Money = money;
     _WeaponType = WEAPON_TYPE.NORMAL;
     _WeaponBet = 10;
 }
예제 #31
0
 public PlayStage(ISoulBinder binder, IFishStage fish_stage, GamePlayerRecord money)
 {
     _Fishs         = new List <Fish>();
     _Bullets       = new List <Bullet>();
     _Requests      = new Dictionary <int, HitRequest>();
     _Binder        = binder;
     _FishStage     = fish_stage;
     _DeadFishCount = 0;
     _Money         = money;
     _WeaponType    = WEAPON_TYPE.NORMAL;
     _WeaponBet     = 10;
 }
예제 #32
0
        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 #33
0
        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 #34
0
파일: Agent.cs 프로젝트: kof1016/DataFlow
        public Agent(IProtocol protocol)
        {
            var protocol1 = protocol;

            _GhostRequest = new GhostRequest(protocol.GetSerialize());
            _AgentCore    = new AgentCore(protocol1);

            _CommandBridge = new CommandBridge(_AgentCore, _GhostRequest);
            _SoulProvider  = new SoulProvider(_CommandBridge.RequestQueue, _CommandBridge.ResponseQueue, protocol1);

            Binder       = _SoulProvider;
            GhostQuerier = this;
            _Launch();
        }
예제 #35
0
파일: User.cs 프로젝트: jiowchern/Regulus
        public User(ISoulBinder binder, IAccountFinder account_finder, IFishStageQueryer queryer, IGameRecorder game_record_handler, ITradeNotes trade_account)
        {
            _Machine = new StageMachine();

            _Binder = binder;
            _AccountFinder = account_finder;
            _FishStageQueryer = queryer;
            var locks = new[]
            {
                new StageLock
                {
                    KillCount = 200,
                    Stage = 3
                }
            };
            _StageTicketInspector = new StageTicketInspector(new StageGate(locks));

            _GameRecorder = game_record_handler;

            _TradeAccount = trade_account;
        }
예제 #36
0
파일: PlayStage.cs 프로젝트: kof1016/Cluedo
		public PlayStage(ISoulBinder binder, GameZone game_zone)
		{
			_Binder = binder;
			_GameZone = game_zone;
		}
예제 #37
0
 void ICore.AssignBinder(ISoulBinder binder)
 {
     _Binders.Enqueue(binder);
 }
예제 #38
0
 private void _Join(ISoulBinder binder)
 {
     this._Center.Join(binder);
 }
예제 #39
0
 public GameStage(ISoulBinder binder, IMapFinder map, IMapGate gate, Entity entity, Wisdom wisdom)
     : this(binder, map, gate, entity)
 {
     _Wisdom = wisdom;
 }
예제 #40
0
파일: Verify.cs 프로젝트: jiowchern/Regulus
 public Verify(ISoulBinder binder, FishHunter.Verify verify)
 {
     _Verify = verify;
     _Binder = binder;
 }
예제 #41
0
 public MakeStatus(ISoulBinder binder, Entity player)
 {
     _Binder = binder;
     _Player = player;
 }
예제 #42
0
 private void _Join(ISoulBinder binder)
 {
     this._Center.Join(binder);
 }
예제 #43
0
파일: Server.cs 프로젝트: tuita520/Regulus
 void IBinderProvider.AssignBinder(ISoulBinder binder)
 {
     binder.Return <ITestReturn>(this);
     _Binder = binder;
     _Binder.Bind <ITestGPI>(this);
 }
예제 #44
0
파일: Center.cs 프로젝트: jiowchern/Regulus
 void ICore.AssignBinder(ISoulBinder binder)
 {
     _Hall.PushUser(new User(binder, _Stroage));
 }
예제 #45
0
 void ICore.AssignBinder(ISoulBinder binder)
 {
     _Core.AssignBinder(binder);
 }
예제 #46
0
 public LoadingMapStage(ISoulBinder binder, GameZone game_zone)
 {
     _Binder   = binder;
     _GameZone = game_zone;
 }
예제 #47
0
        internal void Push(ISoulBinder soulBinder, IUpdatable handler)
        {
            _RequesterHandlers.Add(handler);

            lock(_Binders)
            {
                _Binders.Enqueue(soulBinder);
            }
        }
예제 #48
0
 public StroageAccess(ISoulBinder binder, Account account, IStorage storage)
 {
     _Binder  = binder;
     _Account = account;
     _Storage = storage;
 }
예제 #49
0
파일: User.cs 프로젝트: jiowchern/Regulus
 public User(ISoulBinder binder, ExpansionFeature expansion_feature)
     : this(binder)
 {
     _ExpansionFeature = expansion_feature;
 }
예제 #50
0
파일: Center.cs 프로젝트: jiowchern/Regulus
 void ICore.AssignBinder(ISoulBinder binder)
 {
     _Hall.PushUser(new User(binder, _ExpansionFeature));
 }
예제 #51
0
 public PlayStage(ISoulBinder binder, GameZone game_zone)
 {
     _Binder   = binder;
     _GameZone = game_zone;
 }
예제 #52
0
파일: User.cs 프로젝트: jiowchern/Regulus
 public User(ISoulBinder binder, IStorage storage)
 {
     _Storage = storage;
     _Binder = binder;
     _Machine = new StageMachine();
 }
예제 #53
0
 public StroageAccess(ISoulBinder binder, Account account, IStorage storage)
 {
     _Binder = binder;
     _Account = account;
     _Storage = storage;
 }
예제 #54
0
파일: Server.cs 프로젝트: jiowchern/Regulus
 void ICore.AssignBinder(ISoulBinder binder)
 {
     binder.Return<ITestReturn>(this);
     _Binder = binder;
     _Binder.Bind<ITestGPI>(this);
 }
예제 #55
0
 public VerifyStage(ISoulBinder binder)
 {
     _Binder = binder;
 }
 public LoadRecordStage(Guid account_id, ISoulBinder binder, IGameRecorder gameRecorder)
 {
     this._AccountId    = account_id;
     this._Binder       = binder;
     this._GameRecorder = gameRecorder;
 }
 public RealmReadyStage(ISoulBinder binder, Zone zone, string target)
 {
     _Binder = binder;
     _Zone = zone;
     _Target = target;
 }
예제 #58
0
 void ICore.AssignBinder(ISoulBinder binder)
 {
     _Core.AssignBinder(binder);
 }
예제 #59
0
 void ICore.AssignBinder(ISoulBinder binder)
 {
     _Hall.PushUser(new User(binder, _Stroage));
 }
예제 #60
0
		public LoadingMapStage(ISoulBinder binder, GameZone game_zone)
		{
			_Binder = binder;
			_GameZone = game_zone;
		}