C# Класс Sharplike.Core.ControlFlow.AbstractState

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Открытые методы

Метод Описание
AbstractState ( ) : System

Constructor.

Защищенные методы

Метод Описание
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.

Описание методов

AbstractState() публичный Метод

Constructor.
public AbstractState ( ) : System
Результат System

CommandEnded() защищенный Метод

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.
Результат void

CommandStarted() защищенный Метод

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.
Результат void

CommandTriggered() защищенный Метод

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.
Результат void

GameLoopTick() защищенный Метод

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
Результат void

GameProcessing() защищенный Метод

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
Результат void

StackGotFocus() защищенный Метод

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

StackLostFocus() защищенный Метод

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

StateEnded() защищенный Метод

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

StatePaused() защищенный Метод

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
Результат void

StateResumed() защищенный Метод

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). ///
Результат void

StateStarted() защищенный Метод

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