public void IOCContainerHelper_RegisterScreens_DoesNotThrow()
        {
            var container = new ContainerBuilder();

            Assert.DoesNotThrow(() =>
            {
                IOCContainerHelper.RegisterScreens(container);
            });
        }
示例#2
0
        public static void Register(Microsoft.Xna.Framework.Game game)
        {
            var builder = new ContainerBuilder();

            game.Content.RootDirectory = "Content";

            builder.RegisterInstance(new SpriteBatch(game.GraphicsDevice)).AsSelf();
            builder.RegisterInstance(game.Content).AsSelf();
            builder.RegisterInstance(game.GraphicsDevice).AsSelf();

            // Third Party Registrations
            builder.RegisterType <Texture2D>();
            builder.RegisterType <EntityWorld>().SingleInstance();
            builder.RegisterType <FileSystem>().As <IFileSystem>();

            // Managers
            builder.RegisterType <GraphicsManager>().As <IGraphicsManager>().SingleInstance();
            builder.RegisterType <GameManager>().As <IGameManager>().SingleInstance();
            builder.RegisterType <ScreenManager>().As <IScreenManager>().SingleInstance();
            builder.RegisterType <DataManager>().As <IDataManager>().SingleInstance();
            builder.RegisterType <InputManager>().As <IInputManager>().SingleInstance();
            builder.RegisterType <CameraManager>().As <ICameraManager>().SingleInstance();
            builder.RegisterType <ScriptManager>().As <IScriptManager>().SingleInstance();
            builder.RegisterType <ContentManagerWrapper>().As <IContentManager>().SingleInstance();

            // Factories
            builder.RegisterType <EntityFactory>().As <IEntityFactory>().SingleInstance();
            builder.RegisterType <ComponentFactory>().As <IComponentFactory>().SingleInstance();
            builder.RegisterType <ScreenFactory>().As <IScreenFactory>().SingleInstance();
            builder.RegisterType <PlayerStateFactory>().As <IPlayerStateFactory>().SingleInstance();

            // Loaders
            builder.RegisterType <GameLevelLoader>().As <ILevelLoader>();
            builder.RegisterType <GameSystemLoader>().As <ISystemLoader>();

            // Script Methods
            builder.RegisterType <AudioMethods>().As <IAudioMethods>();
            builder.RegisterType <EntityMethods>().As <IEntityMethods>();
            builder.RegisterType <LevelMethods>().As <ILevelMethods>();
            builder.RegisterType <LocalDataMethods>().As <ILocalDataMethods>();
            builder.RegisterType <MiscellaneousMethods>().As <IMiscellaneousMethods>();
            builder.RegisterType <PhysicsMethods>().As <IPhysicsMethods>();
            builder.RegisterType <PlayerMethods>().As <IPlayerMethods>();
            builder.RegisterType <SpriteMethods>().As <ISpriteMethods>();

            var loadAssemblyCall  = new Projectile();    // At the moment the Entities assembly isn't loaded when this is called, so the next set of instructions don't pick up anything.
            var loadAssemblyCall2 = new PhysicsSystem(); // These statements are a workaround for the time being to ensure the assembly is loaded before we register components.

            IOCContainerHelper.RegisterGameEntities(builder);
            IOCContainerHelper.RegisterComponents(builder);
            IOCContainerHelper.RegisterPlayerStates(builder);
            IOCContainerHelper.RegisterSystems(builder);
            IOCContainerHelper.RegisterScreens(builder);

            _container = builder.Build();
        }
示例#3
0
        public static void Register(ContainerBuilder builder)
        {
            // Third Party Registrations
            builder.RegisterType <EntityWorld>().SingleInstance();
            builder.RegisterType <FileSystem>().As <IFileSystem>();

            // Managers
            builder.RegisterType <GraphicsManager>().As <IGraphicsManager>().SingleInstance();
            builder.RegisterType <EditorGameManager>().As <IGameManager>().SingleInstance();
            builder.RegisterType <ScreenManager>().As <IScreenManager>().SingleInstance();
            builder.RegisterType <DataManager>().As <IDataManager>().SingleInstance();
            builder.RegisterType <EditorInputManager>().As <IEditorInputManager>().SingleInstance();
            builder.RegisterType <CameraManager>().As <ICameraManager>().SingleInstance();
            builder.RegisterType <ScriptManager>().As <IScriptManager>().SingleInstance();
            builder.RegisterType <ContentManagerWrapper>().As <IContentManager>().SingleInstance();


            // Factories
            builder.RegisterType <EntityFactory>().As <IEntityFactory>().SingleInstance();
            builder.RegisterType <ComponentFactory>().As <IComponentFactory>().SingleInstance();
            builder.RegisterType <ScreenFactory>().As <IScreenFactory>().SingleInstance();
            builder.RegisterType <PlayerStateFactory>().As <IPlayerStateFactory>().SingleInstance();

            // Loaders
            builder.RegisterType <EditorLevelLoader>().As <ILevelLoader>();
            builder.RegisterType <EditorSystemLoader>().As <ISystemLoader>();

            // Script Methods
            builder.RegisterType <AudioMethods>().As <IAudioMethods>();
            builder.RegisterType <EntityMethods>().As <IEntityMethods>();
            builder.RegisterType <LevelMethods>().As <ILevelMethods>();
            builder.RegisterType <LocalDataMethods>().As <ILocalDataMethods>();
            builder.RegisterType <MiscellaneousMethods>().As <IMiscellaneousMethods>();
            builder.RegisterType <PhysicsMethods>().As <IPhysicsMethods>();
            builder.RegisterType <PlayerMethods>().As <IPlayerMethods>();
            builder.RegisterType <SpriteMethods>().As <ISpriteMethods>();

            var loadAssemblyCall  = new Projectile();    // At the moment the Entities assembly isn't loaded when this is called, so the next set of instructions don't pick up anything.
            var loadAssemblyCall2 = new PhysicsSystem(); // These statements are a workaround for the time being to ensure the assembly is loaded before we register components.


            IOCContainerHelper.RegisterGameEntities(builder);
            IOCContainerHelper.RegisterComponents(builder);
            IOCContainerHelper.RegisterPlayerStates(builder);
            IOCContainerHelper.RegisterSystems(builder);
            IOCContainerHelper.RegisterScreens(builder);


            RegisterMonogame(builder);
        }