/// <summary> /// Creates a new player instance. /// </summary> /// <param name="game">The game.</param> /// <returns></returns> public static IPlayer CreatePlayer(IGame game) { IPlayer player = null; if (factoryDelegate == null) { ICommandManager commandManager = CommandManagerFactory.CreateManager(); player = new DefaultPlayer(game, commandManager); } else { player = factoryDelegate(game); } // This is a fail-safe. The DefaultPlayer assigns the owner for us, but we // force ownership of the command manager on the player regardless. In the event // a different IPlayer implementation is used that forgets to do this, the engine is still usable. player.CommandManager.SetOwner(player); return player; }
/// <summary> /// Creates a new player instance. /// </summary> /// <param name="game">The game.</param> /// <returns></returns> public static IPlayer CreatePlayer(IGame game) { IPlayer player = null; if (factoryDelegate == null) { ICommandManager commandManager = CommandManagerFactory.CreateManager(); player = new DefaultPlayer(game, commandManager); } else { player = factoryDelegate(game); } // This is a fail-safe. The DefaultPlayer assigns the owner for us, but we // force ownership of the command manager on the player regardless. In the event // a different IPlayer implementation is used that forgets to do this, the engine is still usable. player.CommandManager.SetOwner(player); return(player); }
public ShoutMessage(string message, DefaultPlayer sender) : base(message, sender) { }