Пример #1
0
        public Game(IDrawer drawer, uint width, uint height)
        {
            curRect.Width = width;
            curRect.Height = height;

            Intervals = Observable.Interval(TimeSpan.FromMilliseconds(TimeStep));
            _unityContainer = new UnityContainer();
            this.RegisterInUnityContainer();

            StateQueueManager = _unityContainer.Resolve<StateQueueManager>();
            Map = _unityContainer.Resolve<Map>();

            loadSaveManager = new LoadSaveManager();
            loadSaveManager.LoadSnapshot(Map);

            _hero = _unityContainer.Resolve<Hero>();
            _hero.Map = Map;

            ActionRepository = _unityContainer.Resolve<IActionRepository>();

            _drawer = drawer;

            Intervals.Subscribe(StateQueueManager);

            _dayNightCycle = new DayNightCycle();
            Intervals.Subscribe(_dayNightCycle);
        }
Пример #2
0
        public Game(IDrawer drawer, uint width, uint height)
        {
            curRect.Width  = width;
            curRect.Height = height;

            Intervals = Observable.Interval(TimeSpan.FromMilliseconds(TimeStep))
                        .Where(t => !_isPaused);

            _unityContainer = new UnityContainer();
            RegisterInUnityContainer();

            StateQueueManager   = _unityContainer.Resolve <StateQueueManager>();
            PlannedQueueManager = _unityContainer.Resolve <PlannedQueueManager>();

            Map     = _unityContainer.Resolve <Map>();
            Factory = _unityContainer.Resolve <ObjectsFactory>();

            loadSaveManager = new LoadSaveManager();
            loadSaveManager.LoadSnapshot(Map);

            _hero     = _unityContainer.Resolve <Hero>();
            _hero.Map = Map;

            ActionRepository = _unityContainer.Resolve <IActionRepository>();

            _drawer = drawer;

            Intervals.Subscribe(StateQueueManager);
            Intervals.Subscribe(PlannedQueueManager);

            _dayNightCycle = _unityContainer.Resolve <DayNightCycle>();
            Intervals.Subscribe(_dayNightCycle);

            var heroLifeCycle = _unityContainer.Resolve <HeroLifeCycle>();

            Intervals.Subscribe(heroLifeCycle);
        }