public AGSWalkComponent(IPathFinder pathFinder, IObjectFactory objFactory, IGame game) { _incomingInstructions = new ConcurrentQueue <WalkInstruction>(); _state = game.State; _cutscene = _state.Cutscene; _events = game.Events; _pathFinder = pathFinder; _objFactory = objFactory; _debugPath = new List <IObject>(); AdjustWalkSpeedToScaleArea = true; MovementLinkedToAnimation = true; WalkStep = new PointF(8f, 8f); _events.OnRepeatedlyExecute.Subscribe(onRepeatedlyExecute); }
public AGSWalkComponent(IPathFinder pathFinder, IObjectFactory objFactory, IGame game, IGLUtils glUtils) { _state = game.State; _cutscene = _state.Cutscene; _events = game.Events; _pathFinder = pathFinder; _objFactory = objFactory; _glUtils = glUtils; _debugPath = new List <IObject> (); _walkCompleted = new TaskCompletionSource <object> (); _walkCompleted.SetResult(null); AdjustWalkSpeedToScaleArea = true; MovementLinkedToAnimation = true; WalkStep = new PointF(8f, 8f); _events.OnRepeatedlyExecute.Subscribe(onRepeatedlyExecute); }
public AGSWalkBehavior(IObject obj, IPathFinder pathFinder, IFaceDirectionBehavior faceDirection, IHasOutfit outfit, IObjectFactory objFactory, IGame game, IGLUtils glUtils) { _state = game.State; _cutscene = _state.Cutscene; _events = game.Events; _obj = obj; _pathFinder = pathFinder; _faceDirection = faceDirection; _outfit = outfit; _objFactory = objFactory; _glUtils = glUtils; _debugPath = new List<IObject> (); _walkCompleted = new TaskCompletionSource<object> (); _walkCompleted.SetResult(null); AdjustWalkSpeedToScaleArea = true; MovementLinkedToAnimation = true; WalkStep = new PointF(8f, 8f); _events.OnRepeatedlyExecute.Subscribe(onRepeatedlyExecute); }
public void CopyFrom(ICutscene cutscene) { IsSkipping = cutscene.IsSkipping; IsRunning = cutscene.IsRunning; }