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A class that manages the entire game More...
Classes | |
| struct | LoadedSe |
| ID list of system sound effects More... | |
| class | SpriteSurface |
| Class for receiving sprite drawing results as RenderTexture More... | |
Public Types | |
| enum | Scenes { NONE , LOADING , LOGO , TITLE , MAP , BATTLE_TEST , PREVIEW_LAYOUT , LOADING_FOR_CONTINUE } |
| current game scene More... | |
| enum | ViewCollisionFilter { OBJECT = 0x1 , TERRAIN = 0x2 , MAPCHR = 0x4 , RAYCAST = 0x8 , ALL = 0xFF } |
| filter enum for collision debug display More... | |
Public Member Functions | |
| Scenes | getScenes () |
| virtual bool | IsDummy () |
| void | pushTask (Func< bool > task) |
| void | clearTask (string nickname) |
| void | clearTask (Func< bool > task) |
| void | pushTask (string nickname, Func< bool > task) |
| bool | hasTask (string nickname) |
| bool | hasTask (Func< bool > task) |
| Func< bool > | getTask (string nickname) |
| int | getTaskCount (string nickname) |
| GameMain () | |
| GameMain (bool skipConvert) | |
| override void | initialize () |
| Allows the game to perform any initialization it needs to before starting to run. This is where it can query for any required services and load any non-graphic related content. Calling base.Initialize will enumerate through any components and initialize them as well. More... | |
| override void | finalize () |
| void | unload () |
| void | destroyScene () |
| override void | startFixedUpdate (float A_0) |
| override void | afterAnimate (float A_0) |
| override void | afterSimulate (float A_0) |
| override void | update (float elapsed) |
| void | updateCore (float elapsed) |
| void | ReserveExit () |
| bool | IsExitReserved () |
| void | GameReset () |
| void | draw () |
| This is called when the game should draw itself. More... | |
| void | ReloadLoadingScene () |
| void | DrawLoadingScene () |
| virtual void | ChangeScene (Scenes scene, bool inIsResetCamera=true) |
| void | Exit () |
| string | replaceForFormat (string str, Guid sender, bool forBackLog=false) |
| LayoutDrawerFocusTracker | GetLayoutDrawerFocusTracker () |
| void | ToggleViewCollider (ViewCollisionFilter filter) |
| void | SetPhysicsDebugDrawContactPoints (bool flg) |
| void | SetPhysicsDebugDrawConstraints (bool flg) |
| void | CircleShadowResourceInitialize () |
Public Member Functions inherited from SharpKmyBase::Task | |
| Task () | |
| void | Release () |
| virtual void | initialize () |
| virtual void | update (float) |
| virtual void | startFixedUpdate (float) |
| virtual void | afterAnimate (float) |
| virtual void | afterSimulate (float) |
| virtual void | finalize () |
Static Public Member Functions | |
| static bool | isSystemResource (Common.Resource.ResourceItem inResourceItem) |
| Determining whether the resource is a system project More... | |
| static void | setGameSpeed (float speed=-1) |
| static void | setElapsedTime (float elapsed, bool applyGameSpeed=true) |
| static float | getElapsedTime () |
| static float | getRelativeParam60FPS () |
| static bool | IsPushedAndroidBackButton () |
| static void | AdjustViewport (float width, float height, float currentAspect, GameView gameview) |
| static void | PushLog (DebugDialog.LogEntry.LogType type, string sender, string log, bool isParallel=false) |
Static Public Member Functions inherited from SharpKmyBase::Task | |
| static void | addTask (Task ^t) |
| static void | removeTask (Task ^t) |
| static void | run (bool flg) |
| static void | onInitialize (void *managed) |
| static void | onFinalize (void *managed) |
| static void | onStartFixedUpdate (void *manged, float delta) |
| static void | onAfterAnimate (void *manged, float delta) |
| static void | onAfterSimulate (void *manged, float delta) |
| static void | onUpdate (void *managed, float elapsed) |
| static void | shutdown () |
| static void | setTimeScale (float) |
Static Public Attributes | |
| static bool | sIsPlayEngine = true |
| static Vector2 | halfOffset = new Vector2(0.5f, 0.5f) |
| static float | sGameSpeed = 1.0f |
| static uint | sDefaultDisplayID = Common.Util.GAMEMAINDISPLAYID |
Protected Member Functions | |
| void | UpdateInput (float elapsed, List< bool > intputs) |
Static Protected Attributes | |
| static bool | sPushedAndroidBackButton = false |
Properties | |
| MapScene | mapScene [get] |
| CameraManager | camManager = null [get, set] |
| static GameMain | instance [get, set] |
| bool | IsTestPlayMode [get] |
| bool | IsTestPlayDialogMode [get, set] |
| bool | IsDebugMode [get] |
| bool | IsBattle2D [get] |
| bool | ExitingPlayer [get] |
A class that manages the entire game
| Yukar.Engine.GameMain.GameMain | ( | ) |
| Yukar.Engine.GameMain.GameMain | ( | bool | skipConvert | ) |
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static |
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virtual |
Reimplemented from SharpKmyBase::Task.
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virtual |
Reimplemented from SharpKmyBase::Task.
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| void Yukar.Engine.GameMain.CircleShadowResourceInitialize | ( | ) |
| void Yukar.Engine.GameMain.clearTask | ( | Func< bool > | task | ) |
| void Yukar.Engine.GameMain.clearTask | ( | string | nickname | ) |
| void Yukar.Engine.GameMain.destroyScene | ( | ) |
| void Yukar.Engine.GameMain.draw | ( | ) |
This is called when the game should draw itself.
| gameTime | Provides a snapshot of timing values. |
| void Yukar.Engine.GameMain.DrawLoadingScene | ( | ) |
| void Yukar.Engine.GameMain.Exit | ( | ) |
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virtual |
Reimplemented from SharpKmyBase::Task.
| void Yukar.Engine.GameMain.GameReset | ( | ) |
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static |
| LayoutDrawerFocusTracker Yukar.Engine.GameMain.GetLayoutDrawerFocusTracker | ( | ) |
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| Scenes Yukar.Engine.GameMain.getScenes | ( | ) |
| Func< bool > Yukar.Engine.GameMain.getTask | ( | string | nickname | ) |
| int Yukar.Engine.GameMain.getTaskCount | ( | string | nickname | ) |
| bool Yukar.Engine.GameMain.hasTask | ( | Func< bool > | task | ) |
| bool Yukar.Engine.GameMain.hasTask | ( | string | nickname | ) |
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virtual |
Allows the game to perform any initialization it needs to before starting to run. This is where it can query for any required services and load any non-graphic related content. Calling base.Initialize will enumerate through any components and initialize them as well.
Reimplemented from SharpKmyBase::Task.
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| bool Yukar.Engine.GameMain.IsExitReserved | ( | ) |
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Determining whether the resource is a system project
| inResourceItem | resource |
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| void Yukar.Engine.GameMain.pushTask | ( | Func< bool > | task | ) |
| void Yukar.Engine.GameMain.pushTask | ( | string | nickname, |
| Func< bool > | task | ||
| ) |
| void Yukar.Engine.GameMain.ReloadLoadingScene | ( | ) |
| string Yukar.Engine.GameMain.replaceForFormat | ( | string | str, |
| Guid | sender, | ||
| bool | forBackLog = false |
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| ) |
| void Yukar.Engine.GameMain.ReserveExit | ( | ) |
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| void Yukar.Engine.GameMain.SetPhysicsDebugDrawConstraints | ( | bool | flg | ) |
| void Yukar.Engine.GameMain.SetPhysicsDebugDrawContactPoints | ( | bool | flg | ) |
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virtual |
Reimplemented from SharpKmyBase::Task.
| void Yukar.Engine.GameMain.ToggleViewCollider | ( | ViewCollisionFilter | filter | ) |
| void Yukar.Engine.GameMain.unload | ( | ) |
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virtual |
Reimplemented from SharpKmyBase::Task.
| void Yukar.Engine.GameMain.updateCore | ( | float | elapsed | ) |
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protected |
| BattleTestStruct Yukar.Engine.GameMain.battleTestStruct |
| DebugCastParamDialog Yukar.Engine.GameMain.castParamDialog |
| Common.Catalog Yukar.Engine.GameMain.catalog |
| List<string> Yukar.Engine.GameMain.commands |
| SharpKmyIO.Controller Yukar.Engine.GameMain.controller |
| Common.GameDataManager Yukar.Engine.GameMain.data |
| Action<List<Tuple<string, DebugCastParamDialog.ParamType> >, DebugCastParamDialog.Param> Yukar.Engine.GameMain.DebugCastParamInitializer |
| DebugDialog Yukar.Engine.GameMain.debugDialog |
| Popup.DebugPartyItemEdit Yukar.Engine.GameMain.debugPartyItemEdit |
| Popup.DebugPartySkillEdit Yukar.Engine.GameMain.debugPartySkillEdit |
| Common.DebugSettings Yukar.Engine.GameMain.debugSettings |
| Action<Action> Yukar.Engine.GameMain.DialogInvoker |
| int Yukar.Engine.GameMain.exitCode = -1 |
| bool Yukar.Engine.GameMain.exitDialogOpened = false |
| Action Yukar.Engine.GameMain.FormCloser |
| List<LayoutManager> Yukar.Engine.GameMain.freeLayouts = new List<LayoutManager>() |
| float Yukar.Engine.GameMain.gameSpeed = 1 |
| GameView Yukar.Engine.GameMain.gameView |
| Func<float> Yukar.Engine.GameMain.getScreenAspect |
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| HwndGetter Yukar.Engine.GameMain.hwndGetter = new HwndGetter() |
| Func<bool> Yukar.Engine.GameMain.IsMainWindowActive = () => SharpKmy.Entry.isWindowActive() |
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| LoadedSe Yukar.Engine.GameMain.se |
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staticprotected |
| TaskManager Yukar.Engine.GameMain.taskManager = new TaskManager() |
| TitleScene Yukar.Engine.GameMain.titleScene |
| Action Yukar.Engine.GameMain.ToggleFullScreenHandler = null |
| TransitionUtil Yukar.Engine.GameMain.transitionUtil = new TransitionUtil() |
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