public CharacterOnGameLoop(ICharacterController character, IObserver observer, FuncActionDispatcher funcActionDispatcher) : base(funcActionDispatcher) { m_character = character; m_observer = observer; }
public CharacterAdminOnGameLoop(ICharacterAdmin character, IObserver observer, FuncActionDispatcher funcActionDispatcher) : base(funcActionDispatcher) { m_character = character; m_observer = observer; }
public MethodCallContext(FuncActionDispatcher beforeSimulation, FuncActionDispatcher afterSimulation, FuncActionDispatcher mainThread, ICallable directCall, CallTarget callTarget) { BeforeSimulation = beforeSimulation; AfterSimulation = afterSimulation; MainThread = mainThread; DirectCall = directCall; DefaultCallTarget = callTarget; }
public SynchronizedSpaceEngineers(ISpaceEngineers se, FuncActionDispatcher funcActionDispatcher) { Character = new CharacterOnGameLoop(se.Character, se.Observer, funcActionDispatcher); Session = se.Session; Items = new ItemsOnGameLoop(se.Items, funcActionDispatcher); Observer = new ObserverOnGameLoop(se.Observer, funcActionDispatcher); Definitions = new DefinitionsOnGameLoop(se.Definitions, funcActionDispatcher); Blocks = new BlocksOnGameLoop(se.Blocks, funcActionDispatcher); Admin = new SynchronizedSpaceEngineersAdmin(new SpaceEngineersAdmin( new CharacterAdminOnGameLoop(se.Admin.Character, se.Observer, funcActionDispatcher), new BlocksAdminOnGameLoop(se.Admin.Blocks, funcActionDispatcher) ), funcActionDispatcher); }
public ObserverOnGameLoop(IObserver observer, FuncActionDispatcher funcActionDispatcher) : base( funcActionDispatcher) { m_observer = observer; }
public DefinitionsOnGameLoop(IDefinitions definitions, FuncActionDispatcher funcActionDispatcher) : base( funcActionDispatcher) { m_definitions = definitions; }
public SynchronizedSpaceEngineersAdmin(ISpaceEngineersAdmin admin, FuncActionDispatcher funcActionDispatcher) : base(funcActionDispatcher) { Admin = admin; }
public ItemsOnGameLoop(IItems items, FuncActionDispatcher funcActionDispatcher) : base(funcActionDispatcher) { m_items = items; }
protected AbstractServiceOnGameLoop(FuncActionDispatcher funcActionDispatcher) { m_funcActionDispatcher = funcActionDispatcher; }
public BlocksAdminOnGameLoop(IBlocksAdmin blocks, FuncActionDispatcher funcActionDispatcher) : base( funcActionDispatcher) { m_blocks = blocks; }