Пример #1
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 public LoadCharacterState(CombatSystem cSys, EntityMaintenanceSystem eMaintSys, EntityManager eMan, StateMachine sMach)
 {
     combatSystem = cSys;
     entityMaintenanceSystem = eMaintSys;
     entityManager = eMan;
     stateSystem = sMach;
 }
Пример #2
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 public SaveCharacterControl(CombatSystem cSys, EntityMaintenanceSystem entMaintSys, EntityManager eMan, NameSystem nSys)
 {
     combatSystem = cSys;
     entityMaintenanceSystem = entMaintSys;
     entityManager = eMan;
     nameSystem = nSys;
 }
Пример #3
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 public NewCharacterState(CombatSystem cSys, EntityMaintenanceSystem eSys, EntityManager eMan, StateMachine sMach, PlayerSystem pSys, AISystem aiSys)
 {
     combatSystem = cSys;
     entMaintenanceSystem = eSys;
     playerSystem = pSys;
     entityManager = eMan;
     stateSystem = sMach;
     aiSystem = aiSys;
 }
Пример #4
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        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 #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 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 #7
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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 #8
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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 #9
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        private void InitializeSuperSystems()
        {          
            entityMaintenanceSystem = new EntityMaintenanceSystem(effectSystem, entityManager, equipmentSystem, experienceSystem, gearSystem, inventorySystem, itemSystem, nameSystem, playerSystem, professionSystem, statsSystem, modifierSystem);
            combatSystem = new CombatSystem(lua, actionSystem, aInventorySystem, aiSystem, dropSystem, effectSystem, entityMaintenanceSystem, experienceSystem, inventorySystem, nameSystem, playerSystem, statsSystem);

            entityManager = new EntityManager(stateSystem, dropSystem, playerSystem, statsSystem, itemSystem, modifierSystem, effectSystem, equipmentSystem, aiSystem, gearSystem, experienceSystem, inventorySystem, nameSystem, professionSystem, actionSystem, aInventorySystem, combatSystem, entityMaintenanceSystem);
            messageDispatcher = new MessageDispatcher(entityManager);
            itemGenerator = new ItemGenerator(entityManager, modifierSystem);
            enemyGenerator = new EnemyGenerator(lua, combatSystem, entityManager);
        }
Пример #10
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        public bool Extract(CombatSystem combatSystem, EntityMaintenanceSystem entityMaintenanceSystem, EntityManager entityManager)
        {
            entityManager.AddEntity(character);
            entityManager.RegisterEntityComponents(character.ID);

            entityManager.AddEntity(profession);
            entityManager.RegisterEntityComponents(profession.ID);

            entityMaintenanceSystem.SetProfessionID(character.ID, profession.ID);

            for (int i = 0; i < equippedItems.Count; i++)
            {
                entityManager.AddEntity(equippedItems[i]);
                entityManager.RegisterEntityComponents(equippedItems[i].ID);
            }

            for (int i = 0; i < inventoryContents.Count; i++)
            {
                entityManager.AddEntity(inventoryContents[i]);
                entityManager.RegisterEntityComponents(inventoryContents[i].ID);
            }

            for (int i = 0; i < actionItems.Count; i++)
            {
                entityManager.AddEntity(actionItems[i]);
                entityManager.RegisterEntityComponents(actionItems[i].ID);
            }

            combatSystem.AddAIState(character.ID, "player");
            entityMaintenanceSystem.UpdateCurrentStatValues(character.ID);
            for (int i = 0; i < 4; i++)
            {
                combatSystem.Draw(character.ID, 0);
            }

            return true;
        }