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) |
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) |
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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Reimplemented from SharpKmyBase::Task.
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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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Reimplemented from SharpKmyBase::Task.
void Yukar.Engine.GameMain.GameReset | ( | ) |
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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 | ||
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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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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 |
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() |
float Yukar.Engine.GameMain.lastFixedUpdateElapsed |
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LoadedSe Yukar.Engine.GameMain.se |
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TitleScene Yukar.Engine.GameMain.titleScene |
Action Yukar.Engine.GameMain.ToggleFullScreenHandler = null |
TransitionUtil Yukar.Engine.GameMain.transitionUtil = new TransitionUtil() |
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getset |
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