//--------------------------------------------------------------------- public void regEffectFactory(IEffectFactory effect_factory) { if (!mDicEffectFactory.ContainsKey(effect_factory.getEffectName())) { mDicEffectFactory[effect_factory.getEffectName()] = effect_factory; } }
public LightClientManager( Game game, ILightClientProviderFactory lightClientProviderFactory, IEffectFactory effectFactory) { this.game = game; this.lightClientProviderFactory = lightClientProviderFactory; this.effectFactory = effectFactory; eventsById = BuildRegisters(); }
/// <summary> /// Initializes a new instance of the <see cref="EffectViewModel" /> class. /// </summary> /// <param name="messageBoxService">The message box service.</param> /// <param name="settingsService">The settings service.</param> /// <param name="cachingService">The caching service.</param> /// <param name="effectFactory">The effect factory.</param> public EffectViewModel( IMessageBoxService messageBoxService, ISettingsService settingsService, ICachingService cachingService, IEffectFactory effectFactory) { this.messageBoxService = messageBoxService; this.settingsService = settingsService; this.cachingService = cachingService; this.effectFactory = effectFactory; this.Init(); }
/// <summary> /// Initializes a new instance of the <see cref="EffectsController" /> class. /// </summary> /// <param name="visualStudioService">The visual studio service.</param> /// <param name="settingsService">The settings service.</param> /// <param name="messageBoxService">The message box service.</param> /// <param name="resolverService">The resolver service.</param> /// <param name="readMeService">The read me service.</param> /// <param name="effectFactory">The effect factory.</param> /// <param name="textTemplatingService">The text templating service.</param> public EffectsController( IVisualStudioService visualStudioService, ISettingsService settingsService, IMessageBoxService messageBoxService, IResolverService resolverService, IReadMeService readMeService, IEffectFactory effectFactory, ITextTemplatingService textTemplatingService) : base(visualStudioService, settingsService, messageBoxService, resolverService, readMeService) { TraceService.WriteLine("EffectsController::Constructor"); this.effectFactory = effectFactory; this.textTemplatingService = textTemplatingService; }
/// <summary> /// Initializes a new instance of the <see cref="EffectsController" /> class. /// </summary> /// <param name="visualStudioService">The visual studio service.</param> /// <param name="settingsService">The settings service.</param> /// <param name="messageBoxService">The message box service.</param> /// <param name="resolverService">The resolver service.</param> /// <param name="readMeService">The read me service.</param> /// <param name="effectFactory">The effect factory.</param> /// <param name="textTemplatingService">The text templating service.</param> public EffectsController( IVisualStudioService visualStudioService, ISettingsService settingsService, IMessageBoxService messageBoxService, IResolverService resolverService, IReadMeService readMeService, IEffectFactory effectFactory, ITextTemplatingService textTemplatingService) : base( visualStudioService, settingsService, messageBoxService, resolverService, readMeService) { TraceService.WriteLine("EffectsController::Constructor"); this.effectFactory = effectFactory; this.textTemplatingService = textTemplatingService; }
public void CreateEffect(IEffectFactory effectFactory) { Effect = effectFactory.CreateEffect(EffectId); }
/// <summary> /// Initializes a new instance of the <see cref="CanyonShooterGame"/> class. /// </summary> public CanyonShooterGame(string[] args) { Args = new Arguments(args); states = new GameStates(this, Components); config = new Config(); graphicsDeviceManager = new GraphicsDeviceManager(this); content = new ContentManager(Services); graphics = new Graphics(this, graphicsDeviceManager); this.Window.Title = " CanyonShooter"; Intercom.Game = this; #region Commandline Parameter Settings: #region Parameter: --setShaderModel if (Args["setShaderModel"] == "2") { graphics.ShaderModel3SupportedOverride = true; } #endregion #region Parameter: --debug if (Args["debug"] == "1") { debugMode = true; } #endregion #region Parameter: --multiThreaded // Physik Intialisierung /*if (Args["multiThreaded"] != null) * { * if(Args["multiThreaded"] == "1") * physics = new Physics(this, true); * else * { * physics = new Physics(this, false); * Components.Add(physics); * } * } * else*/// automatically set threading-mode { /*if (Environment.ProcessorCount > 1) * { * physics = new Physics(this, true); * } * else*/ { physics = new Physics(this, false); Components.Add(physics); } } #endregion #region Parameter: --testAudio // Test Audio Framework ******************************* if (Args["testAudio"] == "1") { TestAudioPlayback test1 = new TestAudioPlayback(); test1.SetUp(this); test1.TestMinigunPlayback(); test1.TearDown(); TestAudio3D test2 = new TestAudio3D(); test2.SetUp(this); test2.TestPlayback3D(); test2.TearDown(); } #endregion #endregion // Create sound system by M.Rodriguez sounds = new SoundSystem(this); // Set global volumes by M.Rodriguez sounds.EffectVolume = 1.0f; sounds.MusicVolume = 0.3f; // Initialisieren der einzelnen Komponenten: input = new Input(this); renderer = new Renderer(this, Components); effects = new EffectFactory(this); highscores = new Highscores(this); GraphicalConsole.GetSingleton(this).RegisterObjectProperty(graphics, "Graphics", "Fullscreen"); GraphicalConsole.GetSingleton(this).RegisterObjectProperty(renderer, "Renderer", "DrawCollisionShapes"); GraphicalConsole.GetSingleton(this).RegisterObjectFunction(Args, "Args", "ListParameters"); if (Args["enable3DMouse"] == "1") { hasSpaceMouse = true; device = new TDxInput.Device(); } states.SetStateStart(); // states.SetStateDebugMode(); }
public HardCodedItemDataRepository(IEffectFactory effectFactory) { this.effectFactory = effectFactory; }
public UserRepository(DougContext dougContext, IEquipmentEffectFactory equipmentEffectFactory, IEffectFactory effectFactory) { _db = dougContext; _equipmentEffectFactory = equipmentEffectFactory; _effectFactory = effectFactory; }
public UserRepository(DougContext dougContext, IItemFactory itemFactory, IEffectFactory effectFactory) { _db = dougContext; _itemFactory = itemFactory; _effectFactory = effectFactory; }
/// <summary> /// Initializes a new instance of the <see cref="BalloonFactory" /> class. /// BalloonFactory returns an existing instance of a Balloon class or creates one. /// </summary> public BalloonFactory() { this.balloonsList = new Dictionary<int, IBalloon>(); this.effectFactory = new EffectFactory(); }
//--------------------------------------------------------------------- public void regEffectFactory(IEffectFactory effect_factory) { mFactory.regEffectFactory(effect_factory); }