예제 #1
0
 public override void RemoveFromGame(IGame game)
 {
     players = null;
     asteroids = null;
     bullets = null;
     games = null;
 }
 public override void RemoveFromGame(IGame game)
 {
     spaceships = null;
     asteroids = null;
     bullets = null;
     games = null;
 }
예제 #3
0
 public override void AddToGame(IGame game)
 {
     games = game.GetNodeList<GameNode>();
     players = game.GetNodeList<PlayerCollisionNode>();
     asteroids = game.GetNodeList<AsteroidCollisionNode>();
     bullets = game.GetNodeList<BulletCollisionNode>();
 }
 public override void AddToGame(IGame game)
 {
     games = game.GetNodeList<GameNode>();
     spaceships = game.GetNodeList<SpaceshipCollisionNode>();
     asteroids = game.GetNodeList<AsteroidCollisionNode>();
     bullets = game.GetNodeList<BulletCollisionNode>();
 }
        public override void AddToGame(IGame game)
        {
            this.engine = game;

            waitNodes = game.GetNodeList<WaitForStartNode>();
            gameNodes = game.GetNodeList<GameNode>();
            asteroids = game.GetNodeList<AsteroidCollisionNode>();
        }
예제 #6
0
 public override void RemoveFromGame(IGame game)
 {
     gameNodes = null;
     players = null;
     networkNodes = null;
     platformNodes = null;
     asteroids = null;
 }
예제 #7
0
        public override void AddToGame(IGame game)
        {
            this.engine = game;

            gameNodes = game.GetNodeList<GameNode>();
            player = game.GetNodeList<PlayerNode> ();
            networkNodes = game.GetNodeList<NetworkNode> ();
            platformNodes = game.GetNodeList<PlatformNode> ();
        }
예제 #8
0
 public override void AddToGame(IGame game)
 {
     this.engine = game;
     networkNodes = game.GetNodeList<NetworkNode> ();
     ///waitNodes = game.GetNodeList<WaitForStartNode>();
     gameNodes = game.GetNodeList<GameNode>();
     //platformNodes = game.GetNodeList<PlatformNode> ();
     //asteroids = game.GetNodeList<AsteroidCollisionNode>();
 }
예제 #9
0
        public override void AddToGame(IGame game)
        {
            this.engine = game;

            gameNodes = game.GetNodeList<GameNode>();
            players= game.GetNodeList<PlayerNode> ();
            networkNodes = game.GetNodeList<NetworkNode> ();
            platformNodes = game.GetNodeList<PlatformNode> ();
            asteroids = game.GetNodeList<AsteroidCollisionNode> ();
        }
예제 #10
0
        /**
         * Called just after the system is added to the game, before any calls to the update method.
         * Override this method to add your own functionality.
         *
         * @param game The game the system was added to.
         */
        public override void AddToGame(IGame game)
        {
            nodeList = game.GetNodeList(nodeClass);

            if(NodeAdded != null)
            {
                for(Node node = nodeList.Head; node != null; node = node.Next)
                {
                    NodeAdded(node);
                }
            }
        }
예제 #11
0
 public override void RemoveFromGame(IGame game)
 {
     nodes = null;
 }
예제 #12
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 public override void AddToGame(IGame game)
 {
     nodes = game.GetNodeList<GunControlNode>();
 }
예제 #13
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 public override void RemoveFromGame(IGame game)
 {
     gameNodes = null;
     networkNodes = null;
 }
예제 #14
0
 public override void AddToGame(IGame game)
 {
     nodes = game.GetNodeList<BulletAgeNode>();
 }
예제 #15
0
 /**
  * Called just after the system is removed from the game, after all calls to the update method.
  * Override this method to add your own functionality.
  *
  * @param game The game the system was removed from.
  */
 public override void RemoveFromGame(IGame game)
 {
     // I'm not actually sure if calling the 'NodeRemoved' action is required here.
     if(NodeRemoved != null)
     {
         for(var node = nodeList.Head; node != null; node = node.Next)
         {
             NodeRemoved(node);
         }
     }
     nodeList = null;
 }
예제 #16
0
 public override void AddToGame(IGame game)
 {
     nodes = game.GetNodeList<DeathThroesNode>();
     nodes.NodeAdded += OnNodeAdded;
 }
예제 #17
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 public override void RemoveFromGame(IGame game)
 {
     nodes.NodeAdded -= OnNodeAdded;
     nodes = null;
 }
 public override void RemoveFromGame(IGame game)
 {
     gameNodes = null;
     waitNodes = null;
     asteroids = null;
 }
예제 #19
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        private void Init()
        {
            _nodePool = new NodePool(_nodeType);
            _nodes = new NodeList();
            _entities = new Dictionary<EntityBase, Node>();

            _components = new Dictionary<Type, string>();
            foreach (var property in _nodeType.GetProperties(BindingFlags.Instance|BindingFlags.Public))
            {
                if (!(property.Name == "Entity" || property.Name == "Previous" || property.Name == "Next"))
                {
                    _components.Add(property.PropertyType, property.Name);
                }
            }
        }
예제 #20
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 public void CreateEntity()
 {
     _nodes = new NodeList();
     _tempNode = new Node();
 }
예제 #21
0
 public override void AddToGame(IGame game)
 {
     nodes = game.GetNodeList<HudNode>();
 }
예제 #22
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 public override void AddToGame(IGame game)
 {
     nodes = game.GetNodeList<MotionControlsNode>();
     gameNodes = game.GetNodeList<GameNode> ();
 }
예제 #23
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 public void ClearEntity()
 {
     _nodes = null;
     _tempNode = null;
 }