C# 클래스 idTech4.Game.idBaseGame

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공개 메소드들

메소드 설명
CacheDictionaryMedia ( idDict dict ) : void

Caches media referenced from in key/value pairs in the given dictionary.

This is called after parsing an EntityDef and for each entity spawnArgs before merging the entitydef. It could be done post-merge, but that would avoid the fast pre-cache check associated with each entityDef.

Draw ( int clientIndex ) : bool
GetMapLoadingInterface ( string defaultInterface ) : string
GetTimeGroupTime ( int timeGroup ) : int

Used to manage divergent time-lines.

HandleGuiCommands ( string menuCommand ) : string

When the game is running it's own UI fullscreen, GUI commands are passed through here return NULL once the fullscreen UI mode should stop, or "main" to go to main menu.

Init ( ) : void

Initialize the game for the first time.

InitFromNewMap ( string mapName, idRenderWorld renderWorld, idSoundWorld soundWorld, bool isServer, bool isClient, int randSeed ) : void

Loads a map and spawns all the entities.

RunFrame ( idUserCommand userCommands ) : GameReturn

Runs a game frame, may return a session command for level changing, etc.

SelectTimeGroup ( int timeGroup ) : void

Used to manage divergent time-lines.

SetPersistentPlayerInformation ( int clientIndex, idDict playerInfo ) : void

The session calls this right before a new level is loaded.

SetServerInfo ( idDict serverInfo ) : void

Sets the serverinfo at map loads and when it changes.

SetUserInformation ( int clientIndex, idDict userInfo, bool isClient, bool canModify ) : idDict

Sets the user info for a client.

SpawnPlayer ( int clientIndex ) : void

Spawns the player entity to be used by the client.

메소드 상세

CacheDictionaryMedia() 공개 추상적인 메소드

Caches media referenced from in key/value pairs in the given dictionary.
This is called after parsing an EntityDef and for each entity spawnArgs before merging the entitydef. It could be done post-merge, but that would avoid the fast pre-cache check associated with each entityDef.
public abstract CacheDictionaryMedia ( idDict dict ) : void
dict idDict
리턴 void

Draw() 공개 추상적인 메소드

public abstract Draw ( int clientIndex ) : bool
clientIndex int
리턴 bool

GetMapLoadingInterface() 공개 추상적인 메소드

public abstract GetMapLoadingInterface ( string defaultInterface ) : string
defaultInterface string
리턴 string

GetTimeGroupTime() 공개 추상적인 메소드

Used to manage divergent time-lines.
public abstract GetTimeGroupTime ( int timeGroup ) : int
timeGroup int
리턴 int

HandleGuiCommands() 공개 추상적인 메소드

When the game is running it's own UI fullscreen, GUI commands are passed through here return NULL once the fullscreen UI mode should stop, or "main" to go to main menu.
public abstract HandleGuiCommands ( string menuCommand ) : string
menuCommand string
리턴 string

Init() 공개 추상적인 메소드

Initialize the game for the first time.
public abstract Init ( ) : void
리턴 void

InitFromNewMap() 공개 추상적인 메소드

Loads a map and spawns all the entities.
public abstract InitFromNewMap ( string mapName, idRenderWorld renderWorld, idSoundWorld soundWorld, bool isServer, bool isClient, int randSeed ) : void
mapName string
renderWorld idTech4.Renderer.idRenderWorld
soundWorld idTech4.Sound.idSoundWorld
isServer bool
isClient bool
randSeed int
리턴 void

RunFrame() 공개 추상적인 메소드

Runs a game frame, may return a session command for level changing, etc.
public abstract RunFrame ( idUserCommand userCommands ) : GameReturn
userCommands idTech4.Input.idUserCommand
리턴 GameReturn

SelectTimeGroup() 공개 추상적인 메소드

Used to manage divergent time-lines.
public abstract SelectTimeGroup ( int timeGroup ) : void
timeGroup int
리턴 void

SetPersistentPlayerInformation() 공개 추상적인 메소드

The session calls this right before a new level is loaded.
public abstract SetPersistentPlayerInformation ( int clientIndex, idDict playerInfo ) : void
clientIndex int
playerInfo idDict
리턴 void

SetServerInfo() 공개 추상적인 메소드

Sets the serverinfo at map loads and when it changes.
public abstract SetServerInfo ( idDict serverInfo ) : void
serverInfo idDict
리턴 void

SetUserInformation() 공개 추상적인 메소드

Sets the user info for a client.
public abstract SetUserInformation ( int clientIndex, idDict userInfo, bool isClient, bool canModify ) : idDict
clientIndex int
userInfo idDict
isClient bool
canModify bool If true, the game can modify the user info. Never true on a network client.
리턴 idDict

SpawnPlayer() 공개 추상적인 메소드

Spawns the player entity to be used by the client.
public abstract SpawnPlayer ( int clientIndex ) : void
clientIndex int
리턴 void