C# Class GrandLarceny.AssetFactory

显示文件 Open project: melburn/GLhf

Public Methods

Method Description
copyAsset ( Vector2 a_position, GrandLarceny.GameObject a_asset ) : void
createBackground ( Vector2 a_position, string a_asset ) : void
createCamera ( Vector2 a_position, string a_asset ) : void
createCheckPoint ( Vector2 a_position ) : void
createClosedDoor ( Vector2 a_position, string a_asset ) : void
createConsumable ( Vector2 a_position, string a_asset ) : void
createCornerHang ( Vector2 a_position, string a_asset ) : void
createCornerVent ( Vector2 a_position, string a_asset ) : void
createCoveringShadow ( Vector2 a_position, string a_asset ) : void
createCrossVent ( Vector2 a_position, string a_asset ) : void
createDoor ( Vector2 a_position, string a_asset ) : void
createDuckHideObject ( Vector2 a_position, string a_asset ) : void
createFlickringSign ( Vector2 a_position, string a_asset ) : void
createForeground ( Vector2 a_position, string a_asset ) : void
createGuard ( Vector2 a_position, string a_asset ) : void
createGuardDog ( Vector2 a_position, string a_asset ) : void
createHeart ( Vector2 a_position, string a_asset ) : void
createKey ( Vector2 a_position, string a_asset ) : void
createLadder ( Vector2 a_position, string a_asset ) : void
createLightSwitch ( Vector2 a_position, string a_asset ) : void
createObjective ( Vector2 a_position, string a_asset ) : void
createParallax ( Vector2 a_position, string a_asset ) : void
createPlatform ( Vector2 a_position, string a_asset ) : void
createPlayer ( Vector2 a_position ) : void
createProp ( Vector2 a_position, string a_asset ) : void
createRope ( Vector2 a_position ) : void
createSecDoor ( Vector2 a_position, string a_asset ) : void
createSpotLight ( Vector2 a_position, string a_asset ) : void
createStandHideObject ( Vector2 a_position, string a_asset ) : void
createStraightVent ( Vector2 a_position, string a_asset ) : void
createTVent ( Vector2 a_position, string a_asset ) : void
createVentEnd ( Vector2 a_position, string a_asset ) : void
createVentrance ( Vector2 a_position, string a_asset ) : void
createWall ( Vector2 a_position, string a_asset ) : void
createWindow ( Vector2 a_position, string a_asset ) : void
updateState ( GrandLarceny.States a_currentState ) : void

Method Details

copyAsset() public static method

public static copyAsset ( Vector2 a_position, GrandLarceny.GameObject a_asset ) : void
a_position Vector2
a_asset GrandLarceny.GameObject
return void

createBackground() public static method

public static createBackground ( Vector2 a_position, string a_asset ) : void
a_position Vector2
a_asset string
return void

createCamera() public static method

public static createCamera ( Vector2 a_position, string a_asset ) : void
a_position Vector2
a_asset string
return void

createCheckPoint() public static method

public static createCheckPoint ( Vector2 a_position ) : void
a_position Vector2
return void

createClosedDoor() public static method

public static createClosedDoor ( Vector2 a_position, string a_asset ) : void
a_position Vector2
a_asset string
return void

createConsumable() public static method

public static createConsumable ( Vector2 a_position, string a_asset ) : void
a_position Vector2
a_asset string
return void

createCornerHang() public static method

public static createCornerHang ( Vector2 a_position, string a_asset ) : void
a_position Vector2
a_asset string
return void

createCornerVent() public static method

public static createCornerVent ( Vector2 a_position, string a_asset ) : void
a_position Vector2
a_asset string
return void

createCoveringShadow() public static method

public static createCoveringShadow ( Vector2 a_position, string a_asset ) : void
a_position Vector2
a_asset string
return void

createCrossVent() public static method

public static createCrossVent ( Vector2 a_position, string a_asset ) : void
a_position Vector2
a_asset string
return void

createDoor() public static method

public static createDoor ( Vector2 a_position, string a_asset ) : void
a_position Vector2
a_asset string
return void

createDuckHideObject() public static method

public static createDuckHideObject ( Vector2 a_position, string a_asset ) : void
a_position Vector2
a_asset string
return void

createFlickringSign() public static method

public static createFlickringSign ( Vector2 a_position, string a_asset ) : void
a_position Vector2
a_asset string
return void

createForeground() public static method

public static createForeground ( Vector2 a_position, string a_asset ) : void
a_position Vector2
a_asset string
return void

createGuard() public static method

public static createGuard ( Vector2 a_position, string a_asset ) : void
a_position Vector2
a_asset string
return void

createGuardDog() public static method

public static createGuardDog ( Vector2 a_position, string a_asset ) : void
a_position Vector2
a_asset string
return void

createHeart() public static method

public static createHeart ( Vector2 a_position, string a_asset ) : void
a_position Vector2
a_asset string
return void

createKey() public static method

public static createKey ( Vector2 a_position, string a_asset ) : void
a_position Vector2
a_asset string
return void

createLadder() public static method

public static createLadder ( Vector2 a_position, string a_asset ) : void
a_position Vector2
a_asset string
return void

createLightSwitch() public static method

public static createLightSwitch ( Vector2 a_position, string a_asset ) : void
a_position Vector2
a_asset string
return void

createObjective() public static method

public static createObjective ( Vector2 a_position, string a_asset ) : void
a_position Vector2
a_asset string
return void

createParallax() public static method

public static createParallax ( Vector2 a_position, string a_asset ) : void
a_position Vector2
a_asset string
return void

createPlatform() public static method

public static createPlatform ( Vector2 a_position, string a_asset ) : void
a_position Vector2
a_asset string
return void

createPlayer() public static method

public static createPlayer ( Vector2 a_position ) : void
a_position Vector2
return void

createProp() public static method

public static createProp ( Vector2 a_position, string a_asset ) : void
a_position Vector2
a_asset string
return void

createRope() public static method

public static createRope ( Vector2 a_position ) : void
a_position Vector2
return void

createSecDoor() public static method

public static createSecDoor ( Vector2 a_position, string a_asset ) : void
a_position Vector2
a_asset string
return void

createSpotLight() public static method

public static createSpotLight ( Vector2 a_position, string a_asset ) : void
a_position Vector2
a_asset string
return void

createStandHideObject() public static method

public static createStandHideObject ( Vector2 a_position, string a_asset ) : void
a_position Vector2
a_asset string
return void

createStraightVent() public static method

public static createStraightVent ( Vector2 a_position, string a_asset ) : void
a_position Vector2
a_asset string
return void

createTVent() public static method

public static createTVent ( Vector2 a_position, string a_asset ) : void
a_position Vector2
a_asset string
return void

createVentEnd() public static method

public static createVentEnd ( Vector2 a_position, string a_asset ) : void
a_position Vector2
a_asset string
return void

createVentrance() public static method

public static createVentrance ( Vector2 a_position, string a_asset ) : void
a_position Vector2
a_asset string
return void

createWall() public static method

public static createWall ( Vector2 a_position, string a_asset ) : void
a_position Vector2
a_asset string
return void

createWindow() public static method

public static createWindow ( Vector2 a_position, string a_asset ) : void
a_position Vector2
a_asset string
return void

updateState() public static method

public static updateState ( GrandLarceny.States a_currentState ) : void
a_currentState GrandLarceny.States
return void