C# 클래스 Sharplike.Core.ControlFlow.AbstractState

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공개 메소드들

메소드 설명
AbstractState ( ) : System

Constructor.

보호된 메소드들

메소드 설명
CommandEnded ( InputSystem e ) : void

Invoked when the InputSystem detects a CommandEnded event. This should NOT be used for games that use the StepwiseGameLoop; it is intended strictly for games using the RealtimeGameLoop.

CommandStarted ( InputSystem e ) : void

Invoked when the InputSystem detects a CommandStarted event. This should NOT be used for games that use the StepwiseGameLoop; it is intended strictly for games using the RealtimeGameLoop.

CommandTriggered ( InputSystem e ) : void

Invoked when the InputSystem detects a CommandTriggered event. This should NOT be used for games that use the StepwiseGameLoop; it is intended strictly for games using the RealtimeGameLoop.

GameLoopTick ( AbstractGameLoop loop ) : void

The logic tick at the core of the StepwiseGameLoop or RealtimeGameLoop. Primary game logic is done in this function.

GameProcessing ( ) : void

A state-based wrapper for Game.GameProcessing. GameProcessing is called just before a frame is rendered to the screen. It may be used for graphical map effects, but should not contain game logic.

StackGotFocus ( ) : void

Invoked after control is switched back to this state's stack, but before this state's GameLoopTick is called.

StackLostFocus ( ) : void

Invoked after (or during) the last GameLoopTick of this state, before control is switched over to a different stack.

StateEnded ( ) : void

Invoked after (or during) the last GameLoopTick of this state, during the process of popping it off the StateMachine's stack.

StatePaused ( ) : void

Invoked after another state has been added to the stack on top of this state, but before the other state's StateStarted function is called.

StateResumed ( AbstractState previousState ) : void

Invoked after a state is popped from the stack, after that state's StateEnded but before this state's next GameLoopTick.

StateStarted ( ) : void

Invoked when the state is first started (added to the stack), but before any instances of GameLoopTick are called.

메소드 상세

AbstractState() 공개 메소드

Constructor.
public AbstractState ( ) : System
리턴 System

CommandEnded() 보호된 메소드

Invoked when the InputSystem detects a CommandEnded event. This should NOT be used for games that use the StepwiseGameLoop; it is intended strictly for games using the RealtimeGameLoop.
protected CommandEnded ( InputSystem e ) : void
e Sharplike.Core.Input.InputSystem The command event details for the CommandEnded event.
리턴 void

CommandStarted() 보호된 메소드

Invoked when the InputSystem detects a CommandStarted event. This should NOT be used for games that use the StepwiseGameLoop; it is intended strictly for games using the RealtimeGameLoop.
protected CommandStarted ( InputSystem e ) : void
e Sharplike.Core.Input.InputSystem The command event details for the CommandStarted event.
리턴 void

CommandTriggered() 보호된 메소드

Invoked when the InputSystem detects a CommandTriggered event. This should NOT be used for games that use the StepwiseGameLoop; it is intended strictly for games using the RealtimeGameLoop.
protected CommandTriggered ( InputSystem e ) : void
e Sharplike.Core.Input.InputSystem The command event details for the CommandTriggered event.
리턴 void

GameLoopTick() 보호된 메소드

The logic tick at the core of the StepwiseGameLoop or RealtimeGameLoop. Primary game logic is done in this function.
protected GameLoopTick ( AbstractGameLoop loop ) : void
loop Sharplike.Core.Runtime.AbstractGameLoop
리턴 void

GameProcessing() 보호된 메소드

A state-based wrapper for Game.GameProcessing. GameProcessing is called just before a frame is rendered to the screen. It may be used for graphical map effects, but should not contain game logic.
protected GameProcessing ( ) : void
리턴 void

StackGotFocus() 보호된 메소드

Invoked after control is switched back to this state's stack, but before this state's GameLoopTick is called.
protected StackGotFocus ( ) : void
리턴 void

StackLostFocus() 보호된 메소드

Invoked after (or during) the last GameLoopTick of this state, before control is switched over to a different stack.
protected StackLostFocus ( ) : void
리턴 void

StateEnded() 보호된 메소드

Invoked after (or during) the last GameLoopTick of this state, during the process of popping it off the StateMachine's stack.
protected StateEnded ( ) : void
리턴 void

StatePaused() 보호된 메소드

Invoked after another state has been added to the stack on top of this state, but before the other state's StateStarted function is called.
protected StatePaused ( ) : void
리턴 void

StateResumed() 보호된 메소드

Invoked after a state is popped from the stack, after that state's StateEnded but before this state's next GameLoopTick.
protected StateResumed ( AbstractState previousState ) : void
previousState AbstractState /// The state most recently popped from the state machine. Can be used with /// inherited states to access data (i.e., a dialog box's stateful contents). ///
리턴 void

StateStarted() 보호된 메소드

Invoked when the state is first started (added to the stack), but before any instances of GameLoopTick are called.
protected StateStarted ( ) : void
리턴 void