private void LoadEngines() { EngineCompiler.RecompileAll(); SelectEngine.Items.Clear(); //Now lets add the compiled dlls/files to our engine system foreach (var assembly in EngineCompiler.Assemblys) { var cs = new CustomEngine(assembly.Key, assembly.Value.Name); SelectEngine.Items.Add(cs); } }
public IEngine CreateReadyToRun(EngineParameters engineParameters) { var engine = new CustomEngine { GlobalCleanupAction = engineParameters.GlobalCleanupAction, GlobalSetupAction = engineParameters.GlobalSetupAction }; engine.GlobalSetupAction?.Invoke(); // engine factory is now supposed to create an engine which is ready to run (hence the method name change) return(engine); }
public MainWindow() { InitializeComponent(); InitDictionaryImagesElements(); InitDictionaryImagesBoucliers(); InitDictionaryImagesElementsJoueur2(); InitDictionaryImagesBoucliersJoueur2(); customEngine = new CustomEngine(); foreach (Gesture g in customEngine.collectionGestes) { g.GestureRecognized += this.OnGestureRecognized; } mediaPlayerMusique.Open(new Uri(@"../../Sons/Musique.mp3", UriKind.Relative)); mediaPlayerMusique.Play(); }
public static void Main() { CustomEngine engine = new CustomEngine(); engine.Run(); }
static void Main(string[] args) { var engine = new CustomEngine(); engine.Run(); }