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Yukar.Engine.GameMain クラス

ゲーム全体を管理するクラス [詳解]

Yukar.Engine.GameMain の継承関係図
SharpKmyBase::Task

クラス

struct  LoadedSe
 システム効果音のIDリスト [詳解]
 
class  SpriteSurface
 スプライトの描画結果をRenderTextureとして受け取るためのクラス [詳解]
 

公開型

enum  Scenes {
  NONE , LOADING , LOGO , TITLE ,
  MAP , BATTLE_TEST , PREVIEW_LAYOUT , LOADING_FOR_CONTINUE
}
 現在のゲームシーン [詳解]
 
enum  ViewCollisionFilter {
  OBJECT = 0x1 , TERRAIN = 0x2 , MAPCHR = 0x4 , RAYCAST = 0x8 ,
  ALL = 0xFF
}
 コリジョンのデバッグ表示のためのフィルタ用enum [詳解]
 

公開メンバ関数

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. [詳解]
 
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. [詳解]
 
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 ()
 
- 基底クラス SharpKmyBase::Task に属する継承公開メンバ関数
 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 ()
 

静的公開メンバ関数

static bool isSystemResource (Common.Resource.ResourceItem inResourceItem)
 システムプロジェクトのリソースかどうかの判定 [詳解]
 
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)
 
- 基底クラス SharpKmyBase::Task に属する継承静的公開メンバ関数
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)
 

公開変数類

Common.Catalog catalog
 
Common.GameDataManager data
 
LoadedSe se
 
TitleScene titleScene
 
Common.DebugSettings debugSettings
 
DebugDialog debugDialog
 
DebugCastParamDialog castParamDialog
 
Popup.DebugPartySkillEdit debugPartySkillEdit
 
Popup.DebugPartyItemEdit debugPartyItemEdit
 
HwndGetter hwndGetter = new HwndGetter()
 
Func< bool > IsMainWindowActive = () => SharpKmy.Entry.isWindowActive()
 
Func< float > getScreenAspect
 
SharpKmyIO.Controller controller
 
TransitionUtil transitionUtil = new TransitionUtil()
 
bool exitDialogOpened = false
 
Action FormCloser
 
Action ToggleFullScreenHandler = null
 
Action< Action > DialogInvoker
 
Action< List< Tuple< string, DebugCastParamDialog.ParamType > >, DebugCastParamDialog.ParamDebugCastParamInitializer
 
TaskManager taskManager = new TaskManager()
 
List< LayoutManagerfreeLayouts = new List<LayoutManager>()
 
GameView gameView
 
List< string > commands
 
BattleTestStruct battleTestStruct
 
float lastFixedUpdateElapsed
 
float gameSpeed = 1
 
- 基底クラス SharpKmyBase::Task に属する継承公開変数類
subTaskobj
 
System::Runtime::InteropServices::GCHandle handle
 

静的公開変数類

static bool sIsPlayEngine = true
 
static Vector2 halfOffset = new Vector2(0.5f, 0.5f)
 
static float sGameSpeed = 1.0f
 
static uint sDefaultDisplayID = Common.Util.GAMEMAINDISPLAYID
 

限定公開メンバ関数

void UpdateInput (float elapsed, List< bool > intputs)
 

静的限定公開変数類

static bool sPushedAndroidBackButton = false
 

プロパティ

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]
 

詳解

ゲーム全体を管理するクラス

列挙型メンバ詳解

◆ Scenes

現在のゲームシーン

列挙値
NONE 
LOADING 
LOGO 
TITLE 
MAP 
BATTLE_TEST 
PREVIEW_LAYOUT 
LOADING_FOR_CONTINUE 

◆ ViewCollisionFilter

コリジョンのデバッグ表示のためのフィルタ用enum

列挙値
OBJECT 
TERRAIN 
MAPCHR 
RAYCAST 
ALL 

構築子と解体子

◆ GameMain() [1/2]

Yukar.Engine.GameMain.GameMain ( )

◆ GameMain() [2/2]

Yukar.Engine.GameMain.GameMain ( bool  skipConvert)

メソッド詳解

◆ AdjustViewport()

static void Yukar.Engine.GameMain.AdjustViewport ( float  width,
float  height,
float  currentAspect,
GameView  gameview 
)
static

◆ afterAnimate()

override void Yukar.Engine.GameMain.afterAnimate ( float  A_0)
virtual

SharpKmyBase::Taskを再実装しています。

◆ afterSimulate()

override void Yukar.Engine.GameMain.afterSimulate ( float  A_0)
virtual

SharpKmyBase::Taskを再実装しています。

◆ ChangeScene()

virtual void Yukar.Engine.GameMain.ChangeScene ( Scenes  scene,
bool  inIsResetCamera = true 
)
virtual

◆ CircleShadowResourceInitialize()

void Yukar.Engine.GameMain.CircleShadowResourceInitialize ( )

◆ clearTask() [1/2]

void Yukar.Engine.GameMain.clearTask ( Func< bool >  task)

◆ clearTask() [2/2]

void Yukar.Engine.GameMain.clearTask ( string  nickname)

◆ destroyScene()

void Yukar.Engine.GameMain.destroyScene ( )

◆ draw()

void Yukar.Engine.GameMain.draw ( )

This is called when the game should draw itself.

引数
gameTimeProvides a snapshot of timing values.

◆ DrawLoadingScene()

void Yukar.Engine.GameMain.DrawLoadingScene ( )

◆ Exit()

void Yukar.Engine.GameMain.Exit ( )

◆ finalize()

override void Yukar.Engine.GameMain.finalize ( )
virtual

SharpKmyBase::Taskを再実装しています。

◆ GameReset()

void Yukar.Engine.GameMain.GameReset ( )

◆ getElapsedTime()

static float Yukar.Engine.GameMain.getElapsedTime ( )
static

◆ getRelativeParam60FPS()

static float Yukar.Engine.GameMain.getRelativeParam60FPS ( )
static

◆ getScenes()

Scenes Yukar.Engine.GameMain.getScenes ( )

◆ getTask()

Func< bool > Yukar.Engine.GameMain.getTask ( string  nickname)

◆ getTaskCount()

int Yukar.Engine.GameMain.getTaskCount ( string  nickname)

◆ hasTask() [1/2]

bool Yukar.Engine.GameMain.hasTask ( Func< bool >  task)

◆ hasTask() [2/2]

bool Yukar.Engine.GameMain.hasTask ( string  nickname)

◆ initialize()

override void Yukar.Engine.GameMain.initialize ( )
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.

SharpKmyBase::Taskを再実装しています。

◆ IsDummy()

virtual bool Yukar.Engine.GameMain.IsDummy ( )
virtual

◆ IsExitReserved()

bool Yukar.Engine.GameMain.IsExitReserved ( )

◆ IsPushedAndroidBackButton()

static bool Yukar.Engine.GameMain.IsPushedAndroidBackButton ( )
static

◆ isSystemResource()

static bool Yukar.Engine.GameMain.isSystemResource ( Common.Resource.ResourceItem  inResourceItem)
static

システムプロジェクトのリソースかどうかの判定

引数
inResourceItemリソース
戻り値

◆ PushLog()

static void Yukar.Engine.GameMain.PushLog ( DebugDialog.LogEntry.LogType  type,
string  sender,
string  log,
bool  isParallel = false 
)
static

◆ pushTask() [1/2]

void Yukar.Engine.GameMain.pushTask ( Func< bool >  task)

◆ pushTask() [2/2]

void Yukar.Engine.GameMain.pushTask ( string  nickname,
Func< bool >  task 
)

◆ ReloadLoadingScene()

void Yukar.Engine.GameMain.ReloadLoadingScene ( )

◆ replaceForFormat()

string Yukar.Engine.GameMain.replaceForFormat ( string  str,
Guid  sender,
bool  forBackLog = false 
)

◆ ReserveExit()

void Yukar.Engine.GameMain.ReserveExit ( )

◆ setElapsedTime()

static void Yukar.Engine.GameMain.setElapsedTime ( float  elapsed)
static

◆ setGameSpeed()

static void Yukar.Engine.GameMain.setGameSpeed ( float  speed = -1)
static

◆ SetPhysicsDebugDrawConstraints()

void Yukar.Engine.GameMain.SetPhysicsDebugDrawConstraints ( bool  flg)

◆ SetPhysicsDebugDrawContactPoints()

void Yukar.Engine.GameMain.SetPhysicsDebugDrawContactPoints ( bool  flg)

◆ startFixedUpdate()

override void Yukar.Engine.GameMain.startFixedUpdate ( float  A_0)
virtual

SharpKmyBase::Taskを再実装しています。

◆ ToggleViewCollider()

void Yukar.Engine.GameMain.ToggleViewCollider ( ViewCollisionFilter  filter)

◆ unload()

void Yukar.Engine.GameMain.unload ( )

◆ update()

override void Yukar.Engine.GameMain.update ( float  elapsed)
virtual

SharpKmyBase::Taskを再実装しています。

◆ updateCore()

void Yukar.Engine.GameMain.updateCore ( float  elapsed)

◆ UpdateInput()

void Yukar.Engine.GameMain.UpdateInput ( float  elapsed,
List< bool >  intputs 
)
protected

メンバ詳解

◆ battleTestStruct

BattleTestStruct Yukar.Engine.GameMain.battleTestStruct

◆ castParamDialog

DebugCastParamDialog Yukar.Engine.GameMain.castParamDialog

◆ catalog

Common.Catalog Yukar.Engine.GameMain.catalog

◆ commands

List<string> Yukar.Engine.GameMain.commands

◆ controller

SharpKmyIO.Controller Yukar.Engine.GameMain.controller

◆ data

Common.GameDataManager Yukar.Engine.GameMain.data

◆ DebugCastParamInitializer

Action<List<Tuple<string, DebugCastParamDialog.ParamType> >, DebugCastParamDialog.Param> Yukar.Engine.GameMain.DebugCastParamInitializer

◆ debugDialog

DebugDialog Yukar.Engine.GameMain.debugDialog

◆ debugPartyItemEdit

Popup.DebugPartyItemEdit Yukar.Engine.GameMain.debugPartyItemEdit

◆ debugPartySkillEdit

Popup.DebugPartySkillEdit Yukar.Engine.GameMain.debugPartySkillEdit

◆ debugSettings

Common.DebugSettings Yukar.Engine.GameMain.debugSettings

◆ DialogInvoker

Action<Action> Yukar.Engine.GameMain.DialogInvoker

◆ exitDialogOpened

bool Yukar.Engine.GameMain.exitDialogOpened = false

◆ FormCloser

Action Yukar.Engine.GameMain.FormCloser

◆ freeLayouts

List<LayoutManager> Yukar.Engine.GameMain.freeLayouts = new List<LayoutManager>()

◆ gameSpeed

float Yukar.Engine.GameMain.gameSpeed = 1

◆ gameView

GameView Yukar.Engine.GameMain.gameView

◆ getScreenAspect

Func<float> Yukar.Engine.GameMain.getScreenAspect
初期値:
= () =>
{
return Graphics.GetScreenAspect();
}

◆ halfOffset

Vector2 Yukar.Engine.GameMain.halfOffset = new Vector2(0.5f, 0.5f)
static

◆ hwndGetter

HwndGetter Yukar.Engine.GameMain.hwndGetter = new HwndGetter()

◆ IsMainWindowActive

Func<bool> Yukar.Engine.GameMain.IsMainWindowActive = () => SharpKmy.Entry.isWindowActive()

◆ lastFixedUpdateElapsed

float Yukar.Engine.GameMain.lastFixedUpdateElapsed

◆ sDefaultDisplayID

uint Yukar.Engine.GameMain.sDefaultDisplayID = Common.Util.GAMEMAINDISPLAYID
static

◆ se

LoadedSe Yukar.Engine.GameMain.se

◆ sGameSpeed

float Yukar.Engine.GameMain.sGameSpeed = 1.0f
static

◆ sIsPlayEngine

bool Yukar.Engine.GameMain.sIsPlayEngine = true
static

◆ sPushedAndroidBackButton

bool Yukar.Engine.GameMain.sPushedAndroidBackButton = false
staticprotected

◆ taskManager

TaskManager Yukar.Engine.GameMain.taskManager = new TaskManager()

◆ titleScene

TitleScene Yukar.Engine.GameMain.titleScene

◆ ToggleFullScreenHandler

Action Yukar.Engine.GameMain.ToggleFullScreenHandler = null

◆ transitionUtil

TransitionUtil Yukar.Engine.GameMain.transitionUtil = new TransitionUtil()

プロパティ詳解

◆ camManager

CameraManager Yukar.Engine.GameMain.camManager = null
getset

◆ ExitingPlayer

bool Yukar.Engine.GameMain.ExitingPlayer
get

◆ instance

GameMain Yukar.Engine.GameMain.instance
staticgetset

◆ IsBattle2D

bool Yukar.Engine.GameMain.IsBattle2D
get

◆ IsDebugMode

bool Yukar.Engine.GameMain.IsDebugMode
get

◆ IsTestPlayDialogMode

bool Yukar.Engine.GameMain.IsTestPlayDialogMode
getset

◆ IsTestPlayMode

bool Yukar.Engine.GameMain.IsTestPlayMode
get

◆ mapScene

MapScene Yukar.Engine.GameMain.mapScene
get