Пример #1
0
 public SaveCharacterControl(CombatSystem cSys, EntityMaintenanceSystem entMaintSys, EntityManager eMan, NameSystem nSys)
 {
     combatSystem = cSys;
     entityMaintenanceSystem = entMaintSys;
     entityManager = eMan;
     nameSystem = nSys;
 }
Пример #2
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        public InitActions(Lua Lua, CombatSystem cSys, NameSystem nSys)
        {
            combatSystem = cSys;
            nameSystem = nSys;
            lua = Lua;

            Initialize();
        }
Пример #3
0
        public TownState(CombatSystem cSys, EntityMaintenanceSystem entSys, EntityManager eMan, NameSystem nSys, StateMachine sM, PlayerSystem pS, GameMap gMap)
        {
            entMaintenanceSystem = entSys;
            stateSystem = sM;
            playerSystem = pS;
            gameMap = gMap;

            saveControl = new SaveCharacterControl(cSys, entSys, eMan, nSys);
        }
Пример #4
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        public StatusState(StatsSystem sS, ExperienceSystem eS, StateMachine sM, NameSystem nS, PlayerSystem pS, ProfessionSystem profS)
        {
            statsSystem = sS;
            experienceSystem = eS;
            nameSystem = nS;
            playerSystem = pS;
            professionSystem = profS;

            stateSystem = sM;
        }
Пример #5
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        public InventoryState(EntityMaintenanceSystem emSys, StatsSystem sS, GearSystem gS, StatModifierSystem mS, ItemInventorySystem iS, StateMachine sM, NameSystem nSys)
        {
            entMaintenanceSystem = emSys;
            gearSystem = gS;
            statsSystem = sS;
            modifierSystem = mS;
            inventorySystem = iS;
            nameSystem = nSys;

            stateSystem = sM;
        }
Пример #6
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        public CombatState(Lua Lua, EffectSystem eSys, NameSystem nSys, PlayerSystem pSys, EntityManager eMan,CombatSystem cSys,GameMap gMap, StateMachine sMach)
        {
            lua = Lua;
            effectSystem = eSys;
            combatSystem = cSys;
            nameSystem = nSys;
            playerSystem = pSys;
            entityManager = eMan;
            gameMap = gMap;
            stateSystem = sMach;

            RegisterLuaFunctions();
        }
 public EntityMaintenanceSystem(EffectSystem eSys, EntityManager eMan, EquipmentSystem eqSys, ExperienceSystem xSys, GearSystem gSys, ItemInventorySystem invSys, ItemSystem iSys, NameSystem nSys, PlayerSystem pSys, ProfessionSystem profSys, StatsSystem sSys, StatModifierSystem smSys)
 {
     effectSystem = eSys;
     entityManager = eMan;
     equipmentSystem = eqSys;
     experienceSystem = xSys;
     gearSystem = gSys;
     inventorySystem=invSys;
     itemSystem = iSys;
     nameSystem = nSys;
     playerSystem = pSys;
     professionSystem = profSys;
     statsSystem = sSys;
     modifierSystem = smSys;
 }
Пример #8
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        public ShopState(EntityMaintenanceSystem eMS, GearSystem gSys, StatModifierSystem sMSys, StatsSystem sSys, ExperienceSystem eSys, PlayerSystem pSys, DropSystem dSys, NameSystem nSys, StateMachine sMach, ItemSystem iSys, GameMap gMap)
        {
            entMaintenanceSystem = eMS;
            gearSystem = gSys;
            modifierSystem = sMSys;
            statsSystem = sSys;
            experienceSystem = eSys;
            playerSystem = pSys;
            dropSystem=dSys;
            nameSystem = nSys;
            itemSystem = iSys;

            stateSystem = sMach;

            gameMap = gMap;
            NumItems = 5;
        }
Пример #9
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        public CombatSystem(Lua Lua, ActionSystem actSys, ActionInventorySystem actInvSys, AISystem aiSys, DropSystem dSys, EffectSystem eSys, EntityMaintenanceSystem eMainSys, ExperienceSystem xSys, ItemInventorySystem iSys, NameSystem nSys, PlayerSystem pSys, StatsSystem sSys)
        {
            actionSystem = actSys;
            aInventorySystem = actInvSys;
            aiSystem = aiSys;
            dropSystem = dSys;
            effectSystem = eSys;
            entityMaintenanceSystem = eMainSys;
            experienceSystem = xSys;
            inventorySystem = iSys;
            nameSystem = nSys;
            playerSystem = pSys;
            statsSystem = sSys;

            lua = Lua;
            RegisterLuaFunctions();
        }
Пример #10
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 public EntityManager(StateMachine sMach, DropSystem dSys, PlayerSystem pS, StatsSystem sS, ItemSystem iS, StatModifierSystem mS, EffectSystem efS, EquipmentSystem eqS, AISystem aiS, GearSystem gS, ExperienceSystem xS, ItemInventorySystem invS, NameSystem nS, ProfessionSystem profS, ActionSystem actS, ActionInventorySystem aInvS, CombatSystem cSys, EntityMaintenanceSystem eMS)
 {
     stateSystem = sMach;
     dropSystem = dSys;
     entMaintenanceSystem = eMS;
     aInventorySystem = aInvS;
     combatSystem = cSys;
     playerSystem = pS;
     statsSystem = sS;
     itemSystem = iS;
     modifierSystem = mS;
     effectSystem = efS;
     equipmentSystem = eqS;
     aiSystem = aiS;
     gearSystem = gS;
     experienceSystem = xS;
     inventorySystem = invS;
     nameSystem = nS;
     professionSystem = profS;
     actionSystem = actS;
 }
Пример #11
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 static void InitNames(NameSystem _ns, string fileName)
 {
     _ns.Names    = ReadNamesToList(fileName);
     _ns.MaxShips = _ns.Names.Count;
     _ns.CurShips = _ns.MaxShips;
 }
Пример #12
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 public PlayerState(AISystem aiSys, CombatSystem cSys, NameSystem nSys)
 {
     combatSystem = cSys;
     aiSystem = aiSys;
     nameSystem = nSys;
 }
Пример #13
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 public Stun(AISystem ai, NameSystem nS, double time)
 {
     aiSystem = ai;
     nameSystem = nS;
 }
Пример #14
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 public GameOverState(NameSystem nS, StateMachine sM, EntityManager eM)
 {
     nameSystem = nS;
     stateSystem = sM;
     entityManager = eM;
 }
Пример #15
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        private void InitializeSystems()
        {
            Console.WriteLine("Initializing Game Systems");

            professionSystem = new ProfessionSystem();
            effectSystem=new EffectSystem(lua);
            equipmentSystem = new EquipmentSystem();
            experienceSystem = new ExperienceSystem();         
            itemSystem = new ItemSystem();
            inventorySystem = new ItemInventorySystem();
            modifierSystem = new StatModifierSystem();
            nameSystem = new NameSystem(lua);
            playerSystem = new PlayerSystem(nameSystem, stateSystem);
            gearSystem = new GearSystem();
            statsSystem = new StatsSystem();
            aInventorySystem = new ActionInventorySystem(lua, statsSystem);
            actionSystem = new ActionSystem(lua);
            aiSystem = new AISystem();
            dropSystem = new DropSystem(dropMap);
        }