예제 #1
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 public LoadCharacterState(CombatSystem cSys, EntityMaintenanceSystem eMaintSys, EntityManager eMan, StateMachine sMach)
 {
     combatSystem = cSys;
     entityMaintenanceSystem = eMaintSys;
     entityManager = eMan;
     stateSystem = sMach;
 }
예제 #2
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 public SaveCharacterControl(CombatSystem cSys, EntityMaintenanceSystem entMaintSys, EntityManager eMan, NameSystem nSys)
 {
     combatSystem = cSys;
     entityMaintenanceSystem = entMaintSys;
     entityManager = eMan;
     nameSystem = nSys;
 }
예제 #3
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 public NewCharacterState(CombatSystem cSys, EntityMaintenanceSystem eSys, EntityManager eMan, StateMachine sMach, PlayerSystem pSys, AISystem aiSys)
 {
     combatSystem = cSys;
     entMaintenanceSystem = eSys;
     playerSystem = pSys;
     entityManager = eMan;
     stateSystem = sMach;
     aiSystem = aiSys;
 }
예제 #4
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        public TownState(CombatSystem cSys, EntityMaintenanceSystem entSys, EntityManager eMan, NameSystem nSys, StateMachine sM, PlayerSystem pS, GameMap gMap)
        {
            entMaintenanceSystem = entSys;
            stateSystem = sM;
            playerSystem = pS;
            gameMap = gMap;

            saveControl = new SaveCharacterControl(cSys, entSys, eMan, nSys);
        }
예제 #5
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        public InventoryState(EntityMaintenanceSystem emSys, StatsSystem sS, GearSystem gS, StatModifierSystem mS, ItemInventorySystem iS, StateMachine sM, NameSystem nSys)
        {
            entMaintenanceSystem = emSys;
            gearSystem = gS;
            statsSystem = sS;
            modifierSystem = mS;
            inventorySystem = iS;
            nameSystem = nSys;

            stateSystem = sM;
        }
예제 #6
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        public ShopState(EntityMaintenanceSystem eMS, GearSystem gSys, StatModifierSystem sMSys, StatsSystem sSys, ExperienceSystem eSys, PlayerSystem pSys, DropSystem dSys, NameSystem nSys, StateMachine sMach, ItemSystem iSys, GameMap gMap)
        {
            entMaintenanceSystem = eMS;
            gearSystem = gSys;
            modifierSystem = sMSys;
            statsSystem = sSys;
            experienceSystem = eSys;
            playerSystem = pSys;
            dropSystem=dSys;
            nameSystem = nSys;
            itemSystem = iSys;

            stateSystem = sMach;

            gameMap = gMap;
            NumItems = 5;
        }
예제 #7
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        public CombatSystem(Lua Lua, ActionSystem actSys, ActionInventorySystem actInvSys, AISystem aiSys, DropSystem dSys, EffectSystem eSys, EntityMaintenanceSystem eMainSys, ExperienceSystem xSys, ItemInventorySystem iSys, NameSystem nSys, PlayerSystem pSys, StatsSystem sSys)
        {
            actionSystem = actSys;
            aInventorySystem = actInvSys;
            aiSystem = aiSys;
            dropSystem = dSys;
            effectSystem = eSys;
            entityMaintenanceSystem = eMainSys;
            experienceSystem = xSys;
            inventorySystem = iSys;
            nameSystem = nSys;
            playerSystem = pSys;
            statsSystem = sSys;

            lua = Lua;
            RegisterLuaFunctions();
        }
예제 #8
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 public EntityManager(StateMachine sMach, DropSystem dSys, PlayerSystem pS, StatsSystem sS, ItemSystem iS, StatModifierSystem mS, EffectSystem efS, EquipmentSystem eqS, AISystem aiS, GearSystem gS, ExperienceSystem xS, ItemInventorySystem invS, NameSystem nS, ProfessionSystem profS, ActionSystem actS, ActionInventorySystem aInvS, CombatSystem cSys, EntityMaintenanceSystem eMS)
 {
     stateSystem = sMach;
     dropSystem = dSys;
     entMaintenanceSystem = eMS;
     aInventorySystem = aInvS;
     combatSystem = cSys;
     playerSystem = pS;
     statsSystem = sS;
     itemSystem = iS;
     modifierSystem = mS;
     effectSystem = efS;
     equipmentSystem = eqS;
     aiSystem = aiS;
     gearSystem = gS;
     experienceSystem = xS;
     inventorySystem = invS;
     nameSystem = nS;
     professionSystem = profS;
     actionSystem = actS;
 }
예제 #9
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        private void InitializeSuperSystems()
        {          
            entityMaintenanceSystem = new EntityMaintenanceSystem(effectSystem, entityManager, equipmentSystem, experienceSystem, gearSystem, inventorySystem, itemSystem, nameSystem, playerSystem, professionSystem, statsSystem, modifierSystem);
            combatSystem = new CombatSystem(lua, actionSystem, aInventorySystem, aiSystem, dropSystem, effectSystem, entityMaintenanceSystem, experienceSystem, inventorySystem, nameSystem, playerSystem, statsSystem);

            entityManager = new EntityManager(stateSystem, dropSystem, playerSystem, statsSystem, itemSystem, modifierSystem, effectSystem, equipmentSystem, aiSystem, gearSystem, experienceSystem, inventorySystem, nameSystem, professionSystem, actionSystem, aInventorySystem, combatSystem, entityMaintenanceSystem);
            messageDispatcher = new MessageDispatcher(entityManager);
            itemGenerator = new ItemGenerator(entityManager, modifierSystem);
            enemyGenerator = new EnemyGenerator(lua, combatSystem, entityManager);
        }
예제 #10
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        public bool Extract(CombatSystem combatSystem, EntityMaintenanceSystem entityMaintenanceSystem, EntityManager entityManager)
        {
            entityManager.AddEntity(character);
            entityManager.RegisterEntityComponents(character.ID);

            entityManager.AddEntity(profession);
            entityManager.RegisterEntityComponents(profession.ID);

            entityMaintenanceSystem.SetProfessionID(character.ID, profession.ID);

            for (int i = 0; i < equippedItems.Count; i++)
            {
                entityManager.AddEntity(equippedItems[i]);
                entityManager.RegisterEntityComponents(equippedItems[i].ID);
            }

            for (int i = 0; i < inventoryContents.Count; i++)
            {
                entityManager.AddEntity(inventoryContents[i]);
                entityManager.RegisterEntityComponents(inventoryContents[i].ID);
            }

            for (int i = 0; i < actionItems.Count; i++)
            {
                entityManager.AddEntity(actionItems[i]);
                entityManager.RegisterEntityComponents(actionItems[i].ID);
            }

            combatSystem.AddAIState(character.ID, "player");
            entityMaintenanceSystem.UpdateCurrentStatValues(character.ID);
            for (int i = 0; i < 4; i++)
            {
                combatSystem.Draw(character.ID, 0);
            }

            return true;
        }