public EntitiesSynchronizer(BloodAndBileEngine.WorldState.WorldState worldState) { LocalWorldState = worldState; EntityFactory = new BloodAndBileEngine.WorldState.WorldStateData.WorldEntityFactory(LocalWorldState); LocalWorldState.AddData(EntityFactory); BloodAndBileEngine.InputManager.AddHandler("CreateEntity", OnCreateEntityCommand); BloodAndBileEngine.InputManager.AddHandler("DestroyEntity", OnDestroyEntityCommand); }
public override void Initialise(WorldState.WorldState worldState) { if (!CommandsInitialised) { InitialiseCommands(); } CurrentSpell = null; SpellKeyCodes = new Dictionary <uint, UnityEngine.KeyCode>(); if (SpellsManager.SpellsCount < 1) { SpellsManager.GetSpellByID(0); // Pour initialiser le tableau de Spells s'il ne l'était pas déjà } for (uint i = 0; i < SpellsManager.SpellsCount && i < 9; i++) { AddSpellKeyCode(i, UnityEngine.KeyCode.Alpha1 + (int)i); Debugger.Log("Sort d'ID " + i + " associé à la touche " + (UnityEngine.KeyCode.Alpha1 + (int)i).ToString(), UnityEngine.Color.magenta); } SelectedSpellId = 0; }
public static Match CreateMatch(int[] players) { Match m = new Match(); m.SetPlayerConnectionIDs(players); m.AddModule <MapStateModule>(new MapStateModule(m)); // Création du World State lié au match m.AddModule <EntitiesManagerModule>(new EntitiesManagerModule(m)); m.AddModule <StateUpdateModule>(new StateUpdateModule(m)); // Création du module StateUpdate m.AddModule <MatchOutcomeManagerModule>(new MatchOutcomeManagerModule(m)); // Création du WorldState initial. BloodAndBileEngine.WorldState.WorldState startWorldState = m.GetModule <MapStateModule>().GetWorldState(); // Objectif : initialise le startWorldState en fonction des informations dont on dispose. // INITIALISER TOUS LES WorldStateData ici ! // Ajout du EntityFactory BloodAndBileEngine.WorldState.WorldStateData.WorldEntityFactory factory = new BloodAndBileEngine.WorldState.WorldStateData.WorldEntityFactory(startWorldState); startWorldState.AddData(factory); // Initialisation des cellules. if (BloodAndBileEngine.WorldState.Map.Maps == null) { BloodAndBileEngine.WorldState.Map.LoadMaps(); } BloodAndBileEngine.WorldState.Map map = BloodAndBileEngine.WorldState.Map.Maps[UnityEngine.Random.Range(0, BloodAndBileEngine.WorldState.Map.Maps.Count)]; // Création du CellSystem. BloodAndBileEngine.WorldState.CellSystem cellSystem; cellSystem = new BloodAndBileEngine.WorldState.CellSystem(map); startWorldState.AddData <BloodAndBileEngine.WorldState.CellSystem>(cellSystem); startWorldState.AddData <BloodAndBileEngine.WorldState.Map>(map); return(m); }
public MapStateModule(Match m) : base(m) { CurrentWorldState = new BloodAndBileEngine.WorldState.WorldState(); }
public PlayingState() { BloodAndBileEngine.Debugger.Log("Initialisation du WorldState local..."); LocalWorldState = new BloodAndBileEngine.WorldState.WorldState(); }
public override void Initialise(WorldState.WorldState worldState) { }