Exemplo n.º 1
0
        public void CopyFrom(ICustomProperties properties)
        {
            if (properties == null) return;
            Ints.CopyFrom(properties.Ints);
            Floats.CopyFrom(properties.Floats);
            Strings.CopyFrom(properties.Strings);
            Bools.CopyFrom(properties.Bools);
            Entities.CopyFrom(properties.Entities);
		}
Exemplo n.º 2
0
 public AGSGameState(ICustomProperties globalVariables, IAGSRoomTransitions roomTransitions,
                     Resolver resolver, IFocusedUI focusedUi)
 {
     Speed            = 100;
     Rooms            = new AGSBindingList <IRoom>(10);
     UI               = new AGSConcurrentHashSet <IObject> ();
     GlobalVariables  = globalVariables;
     FocusedUI        = focusedUi;
     _cutscene        = new Lazy <ICutscene> (() => resolver.Container.Resolve <ICutscene>());
     _roomTransitions = roomTransitions;
 }
Exemplo n.º 3
0
 public void CopyFrom(ICustomProperties properties)
 {
     if (properties == null)
     {
         return;
     }
     Ints.CopyFrom(properties.Ints);
     Floats.CopyFrom(properties.Floats);
     Strings.CopyFrom(properties.Strings);
     Bools.CopyFrom(properties.Bools);
     Entities.CopyFrom(properties.Entities);
 }
Exemplo n.º 4
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 public AGSGameState(ICustomProperties globalVariables, IAGSRoomTransitions roomTransitions,
                     Resolver resolver, IFocusedUI focusedUi, IViewport viewport)
 {
     Speed = 100;
     Rooms = new AGSBindingList <IRoom>(10);
     UI    = new AGSConcurrentHashSet <IObject> ();
     SecondaryViewports     = new AGSBindingList <IViewport>(5);
     viewport.RoomProvider  = this;
     viewport.Camera.Target = () => Player;
     Viewport         = viewport;
     GlobalVariables  = globalVariables;
     FocusedUI        = focusedUi;
     _cutscene        = new Lazy <ICutscene> (() => resolver.Container.Resolve <ICutscene>());
     _roomTransitions = roomTransitions;
 }
Exemplo n.º 5
0
#pragma warning restore CS0067

        public AGSRoom(string id, IAGSEdges edges, IGameEvents gameEvents,
                       IRoomEvents roomEvents, IGameState state, ICustomProperties properties,
                       IRoomLimitsProvider roomLimitsProvider)
        {
            _state             = state;
            RoomLimitsProvider = roomLimitsProvider;
            _gameEvents        = gameEvents;
            Events             = roomEvents;
            ID         = id;
            Objects    = new AGSConcurrentHashSet <IObject>();
            Areas      = new AGSBindingList <IArea>(5);
            ShowPlayer = true;
            _edges     = edges;
            Properties = properties;
            gameEvents.OnRepeatedlyExecute.Subscribe(onRepeatedlyExecute);
        }
Exemplo n.º 6
0
 public AGSGameState(ICustomProperties globalVariables, IRoomTransitions roomTransitions,
                     Resolver resolver, IFocusedUI focusedUi, IViewport viewport,
                     IEvent <RoomTransitionEventArgs> onRoomChangeRequired, IAGSCursor cursor)
 {
     Speed                  = 100;
     _cursor                = cursor;
     Rooms                  = new AGSBindingList <IRoom>(10);
     UI                     = new AGSConcurrentHashSet <IObject> ();
     SecondaryViewports     = new AGSBindingList <IViewport>(5);
     RoomTransitions        = roomTransitions;
     viewport.RoomProvider  = this;
     viewport.Camera.Target = () => Player;
     Viewport               = viewport;
     GlobalVariables        = globalVariables;
     FocusedUI              = focusedUi;
     _cutscene              = new Lazy <ICutscene> (() => resolver.Container.Resolve <ICutscene>());
     OnRoomChangeRequired   = onRoomChangeRequired;
     _viewports             = new ViewportCollection(this);
 }
Exemplo n.º 7
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 public AGSRoom(string id, IViewport viewport, IAGSEdges edges, IGameEvents gameEvents,
                IRoomEvents roomEvents, IGameState state, ICustomProperties properties,
                IRoomLimitsProvider roomLimitsProvider)
 {
     _sorter = new RenderOrderSelector {
         Backwards = true
     };
     _state             = state;
     RoomLimitsProvider = roomLimitsProvider;
     _gameEvents        = gameEvents;
     Viewport           = viewport;
     Events             = roomEvents;
     ID         = id;
     Objects    = new AGSConcurrentHashSet <IObject> ();
     Areas      = new List <IArea> ();
     ShowPlayer = true;
     _edges     = edges;
     Properties = properties;
     gameEvents.OnRepeatedlyExecute.Subscribe(onRepeatedlyExecute);
 }
 public ShaderGUIUtil(ICustomProperties customProperties)
 {
     _customProperties = customProperties;
 }
Exemplo n.º 9
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 public AGSCustomPropertiesComponent(ICustomProperties properties)
 {
     Properties = properties;
 }
Exemplo n.º 10
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 public AGSCustomPropertiesComponent(ICustomProperties properties)
 {
     Properties = properties;
 }