/// <summary> /// Call this to initialize a Behaviour with data supplied in a file. /// </summary> /// <param name="fileName">The file to load from.</param> public override void LoadContent(String fileName) { base.LoadContent(fileName); ObjectPlacementDefinition def = GameObjectManager.pInstance.pContentManager.Load <ObjectPlacementDefinition>(fileName); mCursor = new GameObject("GameObjects\\Interface\\PlacementCursor\\PlacementCursor"); mCursor.pPosition = mParentGOH.pPosition; GameObjectManager.pInstance.Add(mCursor); mCursorOffset = Vector2.Zero; mItemOffset = new Vector2(-4, -4); mItemSourceRect = new Rectangle(0, 0, 8, 8); mItemColor = new Color(255, 255, 255, 200); mAbsOffsetRange = def.mAbsOffsetRange; mRemoveClassifications = new List <MBHEngineContentDefs.GameObjectDefinition.Classifications>(1); mRemoveClassifications.Add(MBHEngineContentDefs.GameObjectDefinition.Classifications.WALL); mGetTileAtPositionMsg = new Level.GetTileAtPositionMessage(); mGetMapInfoMsg = new Level.GetMapInfoMessage(); mSetTileTypeAtPositionMsg = new Level.SetTileTypeAtPositionMessage(); mGetCurrentObjectMsg = new Inventory.GetCurrentObjectMessage(); mOnPlaceObjectMsg = new OnPlaceObjectMessage(); mAddObjectMsg = new Inventory.AddObjectMessage(); mSelectNextItemMsg = new Inventory.SelectNextItemMessage(); mGetTexture2DMsg = new SpriteRender.GetTexture2DMessage(); mPeekCurrentObjectMsg = new Inventory.PeekCurrentObjectMessage(); }
/// <summary> /// Constructor. /// </summary> public FSMStatePatrol() { mSetTargetObjectMsg = new PathFollow.SetTargetObjectMessage(); mGetTileAtPositionMsg = new Level.GetTileAtPositionMessage(); mSetDestinationMsg = new PathFind.SetDestinationMessage(); mSetSourceMsg = new PathFind.SetSourceMessage(); mSetActiveAnimationMsg = new SpriteRender.SetActiveAnimationMessage(); mSetStateMsg = new FiniteStateMachine.SetStateMessage(); }
/// <summary> /// Constructor. /// </summary> public FSMStateRepair() { mDamagedTiles = new List <Level.Tile>(16); mFoundTileObjects = new List <GameObject>(1); mTileClassifications = new List <GameObjectDefinition.Classifications>(1); mTileClassifications.Add(GameObjectDefinition.Classifications.WALL); mSetTargetObjectMsg = new PathFollow.SetTargetObjectMessage(); mGetTileAtPositionMsg = new Level.GetTileAtPositionMessage(); mSetDestinationMsg = new PathFind.SetDestinationMessage(); mSetSourceMsg = new PathFind.SetSourceMessage(); mSetActiveAnimationMsg = new SpriteRender.SetActiveAnimationMessage(); mSetStateMsg = new FiniteStateMachine.SetStateMessage(); mGetHealthMsg = new Health.GetHealthMessage(); mSetTileToRepairMsg = new FSMEngineer.SetTileToRepairMessage(); }
/// <summary> /// Constructor. /// </summary> /// <param name="clusterSize"> /// The number of Tile objects that make up a single wall of a cluster. Assumes square clusters. /// </param> public NavMesh(Int32 clusterSize) : base() { mClusterSize = clusterSize; mPlanner = new Planner(); // Remember the factory is static so make sure to only allocate it once. if (null == mNodeFactory) { mNodeFactory = new NavMeshTileGraphNodeFactory(); } mGetMapInfoMsg = new Level.GetMapInfoMessage(); mGetTileAtPositionMsg = new Level.GetTileAtPositionMessage(); }