public ClientShipManager( ParticleManager particleManager, PlayerShipManager playerShipManager, SpriteBatch spriteBatch, TextureManager textureManager, SimulationManager simulationManager, TargetingService targetManager, TeamManager teamManager, ProjectileManager projectileManager, MessageService_ToServer messageService, IClientPlayerInfoManager clientPlayerInfoManager, bool simulateNPCs) { _shipList = new Dictionary <int, Ship>(); _particleManager = particleManager; _playerShipManager = playerShipManager; _spriteBatch = spriteBatch; _textureManager = textureManager; _simulationManager = simulationManager; _targetManager = targetManager; _teamManager = teamManager; _messageService = messageService; _projectileManager = projectileManager; _updateIgnoreList = new HashSet <int>(); _simulateNPCs = simulateNPCs; _positionUpdateList = new HashSet <Ship>(); _clientPlayerInfoManager = clientPlayerInfoManager; }
double _shortClickTime = 300;//ms, Minimum amount of time before button is considered "held" public SelectionManager( TextDrawingService textDrawingService, SpriteBatch spriteBatch, ClientShipManager clientShipManager, MessageService_ToServer messageManager, PhysicsManager physicsManager, PlayerShipManager playerShipManager, TargetingService targetingService, UIConversionService uiConversionService) { _textDrawingService = textDrawingService; _spriteBatch = spriteBatch; _clientShipManager = clientShipManager; _messageManager = messageManager; _physicsManager = physicsManager; _playerShipManager = playerShipManager; _targetingManager = targetingService; _uiConversionService = uiConversionService; }
public ProjectileManager(ParticleManager particleManager, World world, SpriteBatch spriteBatch, TargetingService targetingManager, SimulationManager simulationManager, MessageService_ToServer messageService, CollisionManager collisionManager ) { _particleManager = particleManager; _world = world; _spriteBatch = spriteBatch; _targetingManager = targetingManager; _simulationManager = simulationManager; _messageService = messageService; _collisionManager = collisionManager; _projectileList = new List <IProjectile>(1000); //TODO: Get rid of this nonsense _flyweights = new Dictionary <ProjectileTypes, ProjectileStats>(); _flyweights.Add(ProjectileTypes.Laser, new LaserProjectileStats()); _flyweights.Add(ProjectileTypes.LaserWave, new LaserWaveProjectileStats()); _flyweights.Add(ProjectileTypes.PlasmaCannon, new PlasmaCannonProjectileStats()); _flyweights.Add(ProjectileTypes.NaniteLauncher, new NaniteLauncherProjectileStats()); _flyweights.Add(ProjectileTypes.AmbassadorMissile, new AmbassadorProjectileStats()); _flyweights.Add(ProjectileTypes.HellHoundMissile, new HellhoundProjectileStats()); _flyweights.Add(ProjectileTypes.MissileType1, new MissileType1ProjectileStats()); _flyweights.Add(ProjectileTypes.MissileType2, new MissileType2ProjectileStats()); _flyweights.Add(ProjectileTypes.MissileType3, new MissileType3ProjectileStats()); _flyweights.Add(ProjectileTypes.MissileType4, new MissileType4ProjectileStats()); _flyweights.Add(ProjectileTypes.BC_Laser, new BC_LaserProjectileStats()); _flyweights.Add(ProjectileTypes.GravityBomb, new GravityBombProjectileStats()); _flyweights.Add(ProjectileTypes.MineSplash, new MineSplashProjectileStats()); }
public TeamManager(TargetingService targetingManager) { _targetingManager = targetingManager; }