public ActionResult NavModeReadout(int symbolGeneratorId, string categoryId) { // Make sure we can load the requested category first. Category category = categoryService.getCategory(categoryId); // Read the airframe data from the central symbol generator // first before attempting to cross-read from the co-pilot's // SG. AirframeData airframeData = airframeDataService.read(GenType.CENTRAL, category); if (airframeData == null) { airframeData = airframeDataService.read(GenType.COPILOT, category); } // Split out the AP system data as well APSystem apSys = apDataService.readAPData(categoryId); // Extract/transform the data required for the PFD // TODO: For LNAV, make sure to read Vertical Guidance data ViewData.navMode = apSys.navMode.floatV(); // Use the SimSecurityService to sanitize the category ID string sanitizedCatId = simSecurityService.sanitizeForXSS(categoryId); // Spit out the category ID as well, for SIM tracking purposes. // In a real EFIS, the category is not a display item. ViewData.categoryId = sanitizedCatId; return(View()); }
// 初始P-BaseDefense游戏相关设定 public void Initinal() { // 场景状态控制 m_bGameOver = false; // 游戏系统 m_GameEventSystem = new GameEventSystem(this); // 游戏事件系统 m_CampSystem = new CampSystem(this); // 兵营系统 m_StageSystem = new StageSystem(this); // 关卡系统 m_CharacterSystem = new CharacterSystem(this); // 角色管理系统 m_ApSystem = new APSystem(this); // 行动力系统 m_AchievementSystem = new AchievementSystem(this); // 成就系统 // 界面 m_CampInfoUI = new CampInfoUI(this); // 兵营信息 m_SoldierInfoUI = new SoldierInfoUI(this); // Soldier信息 m_GameStateInfoUI = new GameStateInfoUI(this); // 游戏资料 m_GamePauseUI = new GamePauseUI(this); // 游戏暂停 // 注入到其它系统 EnemyAI.SetStageSystem(m_StageSystem); // 载入存档 LoadData(); // 注册游戏事件系统 ResigerGameEvent(); }
// 初始P-BaseDefense遊戲相關設定 public void Initinal() { // 場景狀態控制 m_bGameOver = false; // 遊戲系統 m_GameEventSystem = new GameEventSystem(this); // 遊戲事件系統 m_CampSystem = new CampSystem(this); // 兵營系統 m_StageSystem = new StageSystem(this); // 關卡系統 m_CharacterSystem = new CharacterSystem(this); // 角色管理系統 m_ApSystem = new APSystem(this); // 行動力系統 m_AchievementSystem = new AchievementSystem(this); // 成就系統 // 界面 m_CampInfoUI = new CampInfoUI(this); // 兵營資訊 m_SoldierInfoUI = new SoldierInfoUI(this); // Soldier資訊 m_GameStateInfoUI = new GameStateInfoUI(this); // 遊戲資料 m_GamePauseUI = new GamePauseUI(this); // 遊戲暫停 // 注入到其它系統 EnemyAI.SetStageSystem(m_StageSystem); // 載入存檔 LoadData(); // 註冊遊戲事件系統 ResigerGameEvent(); }
// 初始P-BaseDefense遊戲相關設定 public void Initinal() { // 場景狀態控制 m_bGameOver = false; // 遊戲系統 m_GameEventSystem = new GameEventSystem(this); // 遊戲事件系統 m_CampSystem = new CampSystem(this); // 兵營系統 m_StageSystem = new StageSystem(this); // 關卡系統 m_CharacterSystem = new CharacterSystem(this); // 角色管理系統 m_ApSystem = new APSystem(this); // 行動力系統 m_AchievementSystem = new AchievementSystem(this); // 成就系統 // 界面 m_CampInfoUI = new CampInfoUI(this); // 兵營資訊 m_SoldierInfoUI = new SoldierInfoUI(this); // Soldier資訊 m_GameStateInfoUI = new GameStateInfoUI(this); // 遊戲資料 m_GamePauseUI = new GamePauseUI (this); // 遊戲暫停 // 注入到其它系統 EnemyAI.SetStageSystem( m_StageSystem ); // 載入存檔 LoadData(); // 註冊遊戲事件系統 ResigerGameEvent(); }
public void Initinal() { isGameOver = false; apSystem = new APSystem(this); campSystem = new CampSystem(this); stageSystem = new StageSystem(this); gameEventSystem = new GameEventSystem(this); characterSystem = new CharacterSystem(this); achievementSystem = new AchievementSystem(this); }
/// <summary> /// 初始化 /// </summary> public void Initinal() { //场景状态控制 m_bGameOver = false; //游戏系统 m_GameEventSystem = new GameEventSystem(this); m_CampSystem = new CampSystem(this); m_StageSystem = new StageSystem(this); m_CharacterSystem = new CharacterSystem(this); m_ApSystem = new APSystem(this); m_AchievementSystem = new AchievementSystem(this); //... }
public void Initial() { bGameOver = false; //游戏系统 gameEventSystem = new GameEventSystem(this); campSystem = new CampSystem(this); stageSystem = new StageSystem(this); characterSystem = new CharacterSystem(this); apSystem = new APSystem(this); achievementSystem = new AchievementSystem(this); //界面 campInfoUI = new CampInfoUI(this); soldierInfoUI = new SoldierInfoUI(this); gameStateInfoUI = new GameStateInfoUI(this); }
// Init RTSGame. public void Initinal() { // Scene Control. m_bGameOver = false; // Game System. m_GameEventSystem = new GameEventSystem(this); m_CampSystem = new CampSystem(this); m_StageSystem = new StageSystem(this); m_CharacterSystem = new CharacterSystem(this); m_APSystem = new APSystem(this); m_AchievementSystem = new AchievementSystem(this); // UI m_CampInfoUI = new CampInfoUI(this); m_GamePauseUI = new GamePauseUI(this); m_GameStateInfoUI = new GameStateInfoUI(this); m_SoldierInfoUI = new SoldierInfoUI(this); }