本文整理汇总了C#中Game1.SetSystemCallOrder方法的典型用法代码示例。如果您正苦于以下问题:C# Game1.SetSystemCallOrder方法的具体用法?C# Game1.SetSystemCallOrder怎么用?C# Game1.SetSystemCallOrder使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类Game1
的用法示例。
在下文中一共展示了Game1.SetSystemCallOrder方法的5个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C#代码示例。
示例1: MapScreen
public MapScreen(Game1 game)
{
this._game = game;
this._screen = ScreenType.Map;
this.clientBounds = game.Window.ClientBounds;
this._game.IsMouseVisible = true;
arrowInputSystemID = game.RegisterSystem(new ArrowInputSystem(game, 1));
controllerInputSystemID = game.RegisterSystem(new ControllerInputSystem(game, 1));
mapRendererID = game.RegisterSystem(new MapRenderer(game));
mapInitSystemID = game.RegisterSystem(new ScreenInitializationSystem(game));
//modeRendererID = game.RegisterSystem(new ModeTextRenderer(game));
modeInputSystemID = game.RegisterSystem(new ModeInputSystem(game));
mapInputSystemID = game.RegisterSystem(new MouseInputsystem(game));
game.SetSystemCallOrder(new List<int>
{
mapInitSystemID,
arrowInputSystemID,
controllerInputSystemID,
modeInputSystemID,
mapRendererID,
mapInputSystemID
//modeRendererID
});
game.AddObject(new TextObject1(game));
}
示例2: HumanAIScreen
public HumanAIScreen(Game1 game)
{
this._game = game;
this._screen = ScreenType.Character;
this.clientBounds = game.Window.ClientBounds;
this._game.IsMouseVisible = false;
arrowInputSystemID = game.RegisterSystem(new ArrowInputSystem(game, 1));
handInitSystemID = game.RegisterSystem(new HandInitSystem(game));
controllerInputSystemID = game.RegisterSystem(new ControllerInputSystem(game, 2));
selectsInputID1 = game.RegisterSystem(new SelectInputSystem(game, 1));
selectsInputID2 = game.RegisterSystem(new SelectInputSystem(game, 2));
mapRendererID = game.RegisterSystem(new MapRenderer(game));
handRenderID = game.RegisterSystem(new HandRenderer1(game));
screenInitSystemID = game.RegisterSystem(new ScreenInitializationSystem(game));
game.SetSystemCallOrder(new List<int>
{
screenInitSystemID,
handInitSystemID,
arrowInputSystemID,
controllerInputSystemID,
selectsInputID1,
selectsInputID2,
mapRendererID,
handRenderID
});
game.AddObject(new HandObject1(game, 1));
game.AddObject(new HandObject1(game, 2));
}
示例3: StartScreen
public StartScreen(Game1 game)
{
this._game = game;
this._screen = ScreenType.Start;
this.clientBounds = game.Window.ClientBounds;
startScreenSystemID = game.RegisterSystem(new ScreenInputSystem(game, this._screen));
screenInitSystemID = game.RegisterSystem(new ScreenInitializationSystem(game));
screenRendererID = game.RegisterSystem(new MapRenderer(game));
game.SetSystemCallOrder(new List<int>
{
screenInitSystemID,
startScreenSystemID,
screenRendererID
});
game.AddObject(new SceneObject(game, this._screen));
}
示例4: CreditsScreen
public CreditsScreen(Game1 game)
{
this._game = game;
this._screen = ScreenType.Character;
this.clientBounds = game.Window.ClientBounds;
this._game.IsMouseVisible = false;
handInitSystemID = game.RegisterSystem(new HandInitSystem(game));
if (game.winner == 1)
{
arrowInputSystemID = game.RegisterSystem(new ArrowInputSystem(game, 1));
selectsInputID1 = game.RegisterSystem(new SelectInputSystem(game, 1));
}
else if (game.winner == 2)
{
controllerInputSystemID = game.RegisterSystem(new ControllerInputSystem(game, 2));
selectsInputID2 = game.RegisterSystem(new SelectInputSystem(game, 2));
}
else
{
selectsInputID1 = game.RegisterSystem(new SelectInputSystem(game, 1));
selectsInputID2 = game.RegisterSystem(new SelectInputSystem(game, 2));
}
mapRendererID = game.RegisterSystem(new MapRenderer(game));
handRenderID = game.RegisterSystem(new HandRenderer1(game));
screenInitSystemID = game.RegisterSystem(new ScreenInitializationSystem(game));
switchSystemID = game.RegisterSystem(new SwitchScreenSystem(game));
if (game.winner == 1)
{
game.SetSystemCallOrder(new List<int>
{
screenInitSystemID,
handInitSystemID,
arrowInputSystemID,
selectsInputID1,
mapRendererID,
handRenderID,
switchSystemID
});
}
else if (game.winner == 2)
{
game.SetSystemCallOrder(new List<int>
{
screenInitSystemID,
handInitSystemID,
controllerInputSystemID,
selectsInputID2,
mapRendererID,
handRenderID,
switchSystemID
});
}
else
{
game.SetSystemCallOrder(new List<int>
{
screenInitSystemID,
handInitSystemID,
arrowInputSystemID,
controllerInputSystemID,
selectsInputID1,
selectsInputID2,
mapRendererID,
handRenderID,
switchSystemID
});
}
game.AddObject(new HandObject2(game, 1));
game.AddObject(new HandObject2(game, 2));
}
示例5: GameScreen
public GameScreen(Game1 game, SpriteType player1, SpriteType player2)
{
game.IsMouseVisible = true;
this.envFactory = new EnvironmentFactory(game);
this.clientBounds = game.Window.ClientBounds;
mapInitSystemID = game.RegisterSystem(new ScreenInitializationSystem(game));
spriteInitSystemID1 = game.RegisterSystem(new SpriteInitializationSystem(game, 1));
spriteInitSystemID2 = game.RegisterSystem(new SpriteInitializationSystem(game, 2));
songInitSystemID = game.RegisterSystem(new SongInitializer(game));
if (game.playe2 == PlayerType.Human)
{
controllerInputSystemID = game.RegisterSystem(new ControllerInputSystem(game, 2));
//arrowInputSystemID = game.RegisterSystem(new ArrowInputSystem(game, 2));
inputSystemID2 = game.RegisterSystem(new InputSystem(game, 2));
}
if (game.playe1 == PlayerType.Human)
{
arrowInputSystemID = game.RegisterSystem(new ArrowInputSystem(game, 1));
//controllerInputSystemID = game.RegisterSystem(new ControllerInputSystem(game, 1));
inputSystemID1 = game.RegisterSystem(new InputSystem(game, 1));
}
animationSystemID1 = game.RegisterSystem(new AnimationSystem(game, 1));
animationSystemID2 = game.RegisterSystem(new AnimationSystem(game, 2));
movementSystemID1 = game.RegisterSystem(new MovementSystem(game, 1));
movementSystemID2 = game.RegisterSystem(new MovementSystem(game, 2));
actionSystemID = game.RegisterSystem(new ActionSystem(game));
physicsSystemID = game.RegisterSystem(new PhysicsSystem(game));
boundsSystemID = game.RegisterSystem(new BoundsSystem(game));
meshRendererID = game.RegisterSystem(new LinebatchMeshRenderSystem(game));
collisionRendererID = game.RegisterSystem(new CollisionRenderSystem(game));
mapRendererID = game.RegisterSystem(new MapRenderer(game));
spriteRendererID = game.RegisterSystem(new SpriteRenderer(game));
uiRendererID = game.RegisterSystem(new UIRenderer(game));
transformResolverID = game.RegisterSystem(new PhysicsTransformResolverSystem(game));
lifetimeSystemID = game.RegisterSystem(new LifetimeSystem(game));
int aStarPathRendererID = game.RegisterSystem(new AStarPathRenderer(game));
int aStarRendererID = game.RegisterSystem(new AStarPathfindingRenderer(game));
int aiSystemID = game.RegisterSystem(new AISystem(game));
int timerRendererID = game.RegisterSystem(new TimerRenderSystem(game));
int timerSystemID = game.RegisterSystem(new TimerSystem(game));
songSystemID = game.RegisterSystem(new MusicSystem(game));
//services
int collisionSystemID = game.RegisterSystem(new SATCollisionSystem(game, "Collision"));
int aStarServiceID = game.RegisterSystem(new AStarPathfindingSystem(game, "Pathfinding", 50));
if (game.playe1 == PlayerType.Human && game.playe2 == PlayerType.Human)
{
game.SetSystemCallOrder(new List<int>
{
this.mapInitSystemID,
this.spriteInitSystemID1,
this.spriteInitSystemID2,
this.songInitSystemID,
this.arrowInputSystemID,
this.controllerInputSystemID,
aiSystemID,
this.inputSystemID1,
this.inputSystemID2,
this.animationSystemID1,
this.animationSystemID2,
this.movementSystemID1,
this.movementSystemID2,
this.actionSystemID,
this.physicsSystemID,
this.transformResolverID,
this.boundsSystemID,
this.lifetimeSystemID,
//this.physicsSystemID,
this.meshRendererID,
this.mapRendererID,
this.collisionRendererID,
this.spriteRendererID,
this.uiRendererID,
aStarRendererID,
aStarPathRendererID,
songSystemID
});
}
else if (game.playe1 == PlayerType.Human)
{
game.SetSystemCallOrder(new List<int>
{
this.mapInitSystemID,
this.spriteInitSystemID1,
this.spriteInitSystemID2,
this.songInitSystemID,
this.arrowInputSystemID,
aiSystemID,
this.inputSystemID1,
this.animationSystemID1,
this.animationSystemID2,
this.movementSystemID1,
this.movementSystemID2,
this.actionSystemID,
this.physicsSystemID,
this.transformResolverID,
this.boundsSystemID,
this.lifetimeSystemID,
//.........这里部分代码省略.........