public AGSRendererLoop (Resolver resolver, IGame game, IImageRenderer renderer, IInput input, AGSWalkBehindsMap walkBehinds, IAGSRoomTransitions roomTransitions, IGLUtils glUtils) { this._glUtils = glUtils; this._resolver = resolver; this._walkBehinds = walkBehinds; this._game = game; this._gameState = game.State; this._renderer = renderer; this._input = input; this._comparer = new RenderOrderSelector (); this._roomTransitions = roomTransitions; _roomTransitions.Transition = new RoomTransitionInstant (); }
public AGSRendererLoop(Resolver resolver, IGame game, IImageRenderer renderer, IInput input, AGSWalkBehindsMap walkBehinds, IAGSRoomTransitions roomTransitions, IGLUtils glUtils) { this._glUtils = glUtils; this._resolver = resolver; this._walkBehinds = walkBehinds; this._game = game; this._gameState = game.State; this._renderer = renderer; this._input = input; this._comparer = new RenderOrderSelector(); this._roomTransitions = roomTransitions; _roomTransitions.Transition = new RoomTransitionInstant(); }
public AGSDisplayList(IGameState gameState, IInput input, AGSWalkBehindsMap walkBehinds, IImageRenderer renderer, IGameEvents events, IAGSRoomTransitions roomTransitions) { _roomTransitions = roomTransitions; _gameState = gameState; _input = input; _renderer = renderer; _walkBehinds = walkBehinds; _cache = new ConcurrentDictionary <IViewport, List <IObject> >(); _viewportSubscribers = new ConcurrentDictionary <IViewport, ViewportSubscriber>(); _bindings = new ConcurrentDictionary <string, List <API.IComponentBinding> >(); _comparer = new RenderOrderSelector(); events.OnRepeatedlyExecute?.Subscribe(onRepeatedlyExecute); gameState.UI.OnListChanged.Subscribe(onUiChanged); subscribeObjects(gameState.UI); subscribeRoom(); onSomethingChanged(); }