public ClientShipManager( ParticleManager particleManager, PlayerShipManager playerShipManager, SpriteBatch spriteBatch, TextureManager textureManager, SimulationManager simulationManager, TargetingService targetManager, TeamManager teamManager, ProjectileManager projectileManager, MessageService_ToServer messageService, IClientPlayerInfoManager clientPlayerInfoManager, bool simulateNPCs) { _shipList = new Dictionary <int, Ship>(); _particleManager = particleManager; _playerShipManager = playerShipManager; _spriteBatch = spriteBatch; _textureManager = textureManager; _simulationManager = simulationManager; _targetManager = targetManager; _teamManager = teamManager; _messageService = messageService; _projectileManager = projectileManager; _updateIgnoreList = new HashSet <int>(); _simulateNPCs = simulateNPCs; _positionUpdateList = new HashSet <Ship>(); _clientPlayerInfoManager = clientPlayerInfoManager; }
double _shortClickTime = 300;//ms, Minimum amount of time before button is considered "held" public SelectionManager( TextDrawingService textDrawingService, SpriteBatch spriteBatch, ClientShipManager clientShipManager, MessageService_ToServer messageManager, PhysicsManager physicsManager, PlayerShipManager playerShipManager, TargetingService targetingService, UIConversionService uiConversionService) { _textDrawingService = textDrawingService; _spriteBatch = spriteBatch; _clientShipManager = clientShipManager; _messageManager = messageManager; _physicsManager = physicsManager; _playerShipManager = playerShipManager; _targetingManager = targetingService; _uiConversionService = uiConversionService; }
/// <summary> /// Class used in managers which have references to PlayerShipManager, keeps PlayerShip.Id and ActiveShipID in sync. /// Setting ActiveShipID fails with an exception. It's ugly, but it shouldn't happen. /// </summary> public PlayablePlayerInfoManager(PlayerShipManager playerShipManager) { _playerShipManager = playerShipManager; }