public ValidateDisplayGUIInputEngine(IServiceRequestsFactory serviceFactory, IEntityStreamConsumerFactory buttonEntityConsumer, IEntityFunctions entitiesFunction) { _serviceFactory = serviceFactory; _buttonEntityConsumer = buttonEntityConsumer; _entitiesFunction = entitiesFunction; }
public SyncHierarchyEngine(OOPManager oopManager, IEntityStreamConsumerFactory generateConsumerFactory, uint maxQuantity) { _oopManager = oopManager; _consumer = generateConsumerFactory.GenerateConsumer <ObjectParentComponent>("SyncHierarchyEngine", maxQuantity); }
public EnemyDeathEngine(IEntityFunctions entityFunctions, IEntityStreamConsumerFactory consumerFactory, ITime time, WaitForSubmissionEnumerator waitForSubmission) { _entityFunctions = entityFunctions; _consumerFactory = consumerFactory; _time = time; _waitForSubmission = waitForSubmission; _animations = new FasterList <IEnumerator>(); _consumer = _consumerFactory.GenerateConsumer <DeathComponent>( ECSGroups.EnemiesGroup, "EnemyDeathEngine", 10); }
public SECSContext() { Runner = new GameRunner(); Root = new EnginesRoot(Runner.SubmissionScheduler); Engine = new DummyEngine(); Root.AddEngine(Engine); EntitiesDB = Engine.entitiesDB; EntityFactory = Root.GenerateEntityFactory(); EntityFunctions = Root.GenerateEntityFunctions(); ConsumerFactory = Root.GenerateConsumerFactory(); Scheduler = Runner.SubmissionScheduler; GameObjectFactory = new GameObjectFactory(); Time = Runner.Time; }
void CompositionRoot(GameContext context) { _runner = new GameRunner(); _enginesRoot = new EnginesRoot(_runner.SubmissionScheduler); _entityFactory = _enginesRoot.GenerateEntityFactory(); _entityFunctions = _enginesRoot.GenerateEntityFunctions(); _entityConsumerFactory = _enginesRoot.GenerateConsumerFactory(); _gameObjectFactory = new GameObjectFactory(); _gridUtils = new GridUtils(context.GridDefinition); _seed = context.Seed == 0 ? (uint)Random.Range(int.MinValue, int.MinValue) : context.Seed; AddMatchEngines(context); AddGridEngines(context); AddShipEngines(context); AddPlayerEngines(context); AddAiEngines(context); AddCoinEngines(context); _runner.Play(); }
public GenericGUIInteraction(IEntityStreamConsumerFactory generateConsumer) { _generateConsumer = generateConsumer; }
public ClosingGUIEngine(IEntityStreamConsumerFactory generateConsumer) { _generateConsumer = generateConsumer; }
public EnemySpawnEffectOnDamage(IEntityStreamConsumerFactory consumerFactory) { //this consumer will process only changes from DamageableComponent published from the EnemiesGroup _consumerHealth = consumerFactory.GenerateConsumer <DamageableComponent>(ECSGroups.EnemiesGroup, "EnemyAnimationEngine", 15); _checkForEnemyDamage = SpawnEffectOnDamage(); }
public UpdateScoreEngine(IEntityStreamConsumerFactory consumerFactory) { _consumerFactory = consumerFactory; }
public ShipCoinPickupEngine(IEntityStreamConsumerFactory consumerFactory) { _consumer = consumerFactory.GenerateConsumer <ShipComponent>("CoinPickup", 20); }
public PlayerGunShootingFXsEngine(IEntityStreamConsumerFactory factory) { _factory = factory; }
public PlayerDeathEngine(IEntityFunctions dbFunctions, IEntityStreamConsumerFactory consumerFactory) { _DBFunctions = dbFunctions; _consumer = consumerFactory.GenerateConsumer <DeathComponent>(ECSGroups.PlayersGroup, "PlayerDeathEngine", 1); }
public DamageSoundEngine(IEntityStreamConsumerFactory consumerFactory) { _damageConsumer = consumerFactory.GenerateConsumer <DamageableComponent>("DamageSoundEngine", 1); }
public HUDEngine(IEntityStreamConsumerFactory consumerFactory) { _consumerFactory = consumerFactory; _animateUI = AnimateUI(); _checkForDamage = CheckForDamage(); }
public ShipAttackEngine(IEntityStreamConsumerFactory consumerFactory, ShipDefinition shipDefinition) { _consumer = consumerFactory.GenerateConsumer <ShipComponent>("ShipAttack", 20); _coinDrops = shipDefinition.CoinDrop; }
public GuiViewSwitchEngine(IEntityStreamConsumerFactory consumerFactory) { _buttonConsumer = consumerFactory.GenerateConsumer <ButtonEntityStruct>(Boxtopia.GUIs.ExclusiveGroups.GuiViewButton, "MaterialEditorViewSwitchButtons", 1); }
public AIShipSteeringEngine(IEntityStreamConsumerFactory consumerFactory, GridUtils gridUtils) { _consumer = consumerFactory.GenerateConsumer <AiTarget>("AiShipSteering", 4); _gridUtils = gridUtils; }
public ApplyDamageToDamageableEntitiesEngine(IEntityStreamConsumerFactory consumerFactory) { _consumerFactory = consumerFactory; }