public override void RemoveFromGame(IGame game) { players = null; asteroids = null; bullets = null; games = null; }
public override void RemoveFromGame(IGame game) { spaceships = null; asteroids = null; bullets = null; games = null; }
public override void AddToGame(IGame game) { games = game.GetNodeList<GameNode>(); players = game.GetNodeList<PlayerCollisionNode>(); asteroids = game.GetNodeList<AsteroidCollisionNode>(); bullets = game.GetNodeList<BulletCollisionNode>(); }
public override void AddToGame(IGame game) { games = game.GetNodeList<GameNode>(); spaceships = game.GetNodeList<SpaceshipCollisionNode>(); asteroids = game.GetNodeList<AsteroidCollisionNode>(); bullets = game.GetNodeList<BulletCollisionNode>(); }
public override void AddToGame(IGame game) { this.engine = game; waitNodes = game.GetNodeList<WaitForStartNode>(); gameNodes = game.GetNodeList<GameNode>(); asteroids = game.GetNodeList<AsteroidCollisionNode>(); }
public override void RemoveFromGame(IGame game) { gameNodes = null; players = null; networkNodes = null; platformNodes = null; asteroids = null; }
public override void AddToGame(IGame game) { this.engine = game; gameNodes = game.GetNodeList<GameNode>(); player = game.GetNodeList<PlayerNode> (); networkNodes = game.GetNodeList<NetworkNode> (); platformNodes = game.GetNodeList<PlatformNode> (); }
public override void AddToGame(IGame game) { this.engine = game; networkNodes = game.GetNodeList<NetworkNode> (); ///waitNodes = game.GetNodeList<WaitForStartNode>(); gameNodes = game.GetNodeList<GameNode>(); //platformNodes = game.GetNodeList<PlatformNode> (); //asteroids = game.GetNodeList<AsteroidCollisionNode>(); }
public override void AddToGame(IGame game) { this.engine = game; gameNodes = game.GetNodeList<GameNode>(); players= game.GetNodeList<PlayerNode> (); networkNodes = game.GetNodeList<NetworkNode> (); platformNodes = game.GetNodeList<PlatformNode> (); asteroids = game.GetNodeList<AsteroidCollisionNode> (); }
/** * Called just after the system is added to the game, before any calls to the update method. * Override this method to add your own functionality. * * @param game The game the system was added to. */ public override void AddToGame(IGame game) { nodeList = game.GetNodeList(nodeClass); if(NodeAdded != null) { for(Node node = nodeList.Head; node != null; node = node.Next) { NodeAdded(node); } } }
public override void RemoveFromGame(IGame game) { nodes = null; }
public override void AddToGame(IGame game) { nodes = game.GetNodeList<GunControlNode>(); }
public override void RemoveFromGame(IGame game) { gameNodes = null; networkNodes = null; }
public override void AddToGame(IGame game) { nodes = game.GetNodeList<BulletAgeNode>(); }
/** * Called just after the system is removed from the game, after all calls to the update method. * Override this method to add your own functionality. * * @param game The game the system was removed from. */ public override void RemoveFromGame(IGame game) { // I'm not actually sure if calling the 'NodeRemoved' action is required here. if(NodeRemoved != null) { for(var node = nodeList.Head; node != null; node = node.Next) { NodeRemoved(node); } } nodeList = null; }
public override void AddToGame(IGame game) { nodes = game.GetNodeList<DeathThroesNode>(); nodes.NodeAdded += OnNodeAdded; }
public override void RemoveFromGame(IGame game) { nodes.NodeAdded -= OnNodeAdded; nodes = null; }
public override void RemoveFromGame(IGame game) { gameNodes = null; waitNodes = null; asteroids = null; }
private void Init() { _nodePool = new NodePool(_nodeType); _nodes = new NodeList(); _entities = new Dictionary<EntityBase, Node>(); _components = new Dictionary<Type, string>(); foreach (var property in _nodeType.GetProperties(BindingFlags.Instance|BindingFlags.Public)) { if (!(property.Name == "Entity" || property.Name == "Previous" || property.Name == "Next")) { _components.Add(property.PropertyType, property.Name); } } }
public void CreateEntity() { _nodes = new NodeList(); _tempNode = new Node(); }
public override void AddToGame(IGame game) { nodes = game.GetNodeList<HudNode>(); }
public override void AddToGame(IGame game) { nodes = game.GetNodeList<MotionControlsNode>(); gameNodes = game.GetNodeList<GameNode> (); }
public void ClearEntity() { _nodes = null; _tempNode = null; }