public TurretService(IImageProcessorService imageProcessorService, ICameraService cameraService, IConfigService configService, IDeviceService deviceService, IPlantService plantService, IPhysicsService measurementService) { _imageProcessorService = imageProcessorService; _cameraService = cameraService; _configService = configService; _deviceService = deviceService; _plantService = plantService; _measurementService = measurementService; ImageProcessorLock = new object(); // 이미지 프로세싱 작업 Task.Factory.StartNew(new Action(() => { for (; ;) { lock (ImageProcessorLock) { if ((DateTime.Now - ImageProcessed).TotalMilliseconds >= 50) { ImageProcess(); } } Thread.Sleep(30); } })); _tokenSource = new CancellationTokenSource(); _exitEvent.Set(); }
public void ReplacePhysicsService(IPhysicsService newInstance) { var index = GameComponentsLookup.PhysicsService; var component = (PhysicsServiceComponent)CreateComponent(index, typeof(PhysicsServiceComponent)); component.instance = newInstance; ReplaceComponent(index, component); }
public ModeBase() { _deviceService = ServiceLocator.Current.GetInstance <IDeviceService>(); _turretService = ServiceLocator.Current.GetInstance <ITurretService>(); _configService = ServiceLocator.Current.GetInstance <IConfigService>(); _plantService = ServiceLocator.Current.GetInstance <IPlantService>(); _physicsService = ServiceLocator.Current.GetInstance <IPhysicsService>(); }
public Game1Proto6() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; //contentManager = new ContentManager(this.Services); PhysicsService = (IPhysicsService)new PhysicsComponent(this); PhysicsService.Simulator.Gravity.Y = 500; MessageSerivce = (IMessageService)new MessageDispatcher(this); RenderingService = (IRenderingService)new RenderingComponent(this); }
public Court(IGameControls gameControls, IPhysicsService physicsService, IJudgeService judgeService) : base(Locator.Get <IContentManagerService>().GetTexture("court"), Vector2.Zero, Color.White) { _gameControls = gameControls; _physicsService = physicsService; _judgeService = judgeService; _leftPaddle = new LeftPaddle(gameControls, physicsService); _rightPaddle = new RightPaddle(gameControls, physicsService); _gameBall = new Ball(physicsService); Rectangle = new Rectangle(this.Position.ToPoint(), new Point(Locator.ScreenBounds.Width, Locator.ScreenBounds.Height)); }
public GameEntity SetPhysicsService(IPhysicsService newInstance) { if (hasPhysicsService) { throw new Entitas.EntitasException("Could not set PhysicsService!\n" + this + " already has an entity with PhysicsServiceComponent!", "You should check if the context already has a physicsServiceEntity before setting it or use context.ReplacePhysicsService()."); } var entity = CreateEntity(); entity.AddPhysicsService(newInstance); return(entity); }
public void ReplacePhysicsService(IPhysicsService newInstance) { var entity = physicsServiceEntity; if (entity == null) { entity = SetPhysicsService(newInstance); } else { entity.ReplacePhysicsService(newInstance); } }
protected override void InitSubclass() { this.CoordinateType = CoordinateType.World; PhysicsService = (IPhysicsService)Owner.Game.Services.GetService(typeof(IPhysicsService)); farseerDebugView = new DemoBaseXNA.PhysicsSimulatorView(PhysicsService.Simulator); RenderingService = (IRenderingService)Owner.Game.Services.GetService(typeof(IRenderingService)); RenderingService.Register(this); this.DrawOrder = 0; this.Visible = true; farseerDebugView.LoadContent(Owner.Game.GraphicsDevice, Owner.Game.Content); farseerDebugView.EnablePerformancePanelBodyCount = true; farseerDebugView.LayerDepth = preLayer; }
public Services(ILogService log, IViewService view, IMouseInputService mouseInput, ILoadConfigService loadConfig, ISceneService scene, ICoroutineService coroutine, IKeyInputService keyInput, ITimeService time, IPhysicsService physics, INetworkService network, ILocalStorageService localStorage, IFileService file, ISettingService setting) { Log = log; View = view; MouseInput = mouseInput; LoadConfig = loadConfig; Scene = scene; Coroutine = coroutine; KeyInput = keyInput; Time = time; Physics = physics; Network = network; LocalStorage = localStorage; File = file; Setting = setting; }
public CollisionEmissionSystem(Contexts contexts, Services services) { _contexts = contexts; _physicsService = services.PhysicsService; _collisionEmisstionService = services.CollisionEmisstionService; }
public Ball(IPhysicsService physicsService) : base(Locator.Get <IContentManagerService>().GetTexture("ball"), Vector2.Zero, Color.White) { _physicsService = physicsService; }
public LeftPaddle(IGameControls gameControls, IPhysicsService physicsService) : base(gameControls, physicsService) { }
public Paddle(IGameControls gameControls, IPhysicsService physicsService) : base(Locator.Get <IContentManagerService>().GetTexture("paddleblue"), Vector2.Zero, Color.White) { _gameControls = gameControls; _physicsService = physicsService; }
public GameControls(IPhysicsService physicsService, ISettingsService settingsService) { _physicsService = physicsService; _settingsService = settingsService; }
protected override void InitSubclass() { this.physicsService = (IPhysicsService)Owner.Game.Services.GetService(typeof(IPhysicsService)); }
public override void LoadContent() { physicsService = ActorContext.GetRequiredService<IPhysicsService>(); base.LoadContent(); }
public RegisterPhysicsServiceSystem(Contexts contexts, IPhysicsService physicsService) { _context = contexts.game; _physicsService = physicsService; }