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ゲーム全体を管理するクラス [詳解]
クラス |
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struct | LoadedSe |
システム効果音のIDリスト
[詳解]
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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]
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公開型 |
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enum |
Scenes
{
NONE , LOADING , LOGO , TITLE , MAP , BATTLE_TEST , PREVIEW_LAYOUT , LOADING_FOR_CONTINUE } |
現在のゲームシーン
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enum | ViewCollisionFilter { OBJECT = 0x1 , TERRAIN = 0x2 , MAPCHR = 0x4 , ALL = 0x7 } |
コリジョンのデバッグ表示のためのフィルタ用enum
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公開メンバ関数 |
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Scenes | getScenes () |
virtual bool | IsDummy () |
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.
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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 () |
void | GameReset () |
void | draw () |
This is called when the game should draw itself.
[詳解]
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void | ReloadLoadingScene () |
void | DrawLoadingScene () |
virtual void | ChangeScene (Scenes scene, bool inIsResetCamera=true) |
void | Exit () |
string | replaceForFormat (string str, Guid sender) |
void | ToggleViewCollider (ViewCollisionFilter filter) |
void | CircleShadowResourceInitialize () |
静的公開メンバ関数 |
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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]
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static void | setGameSpeed (float speed=1.0f) |
static void | setElapsedTime (float elapsed) |
static float | getElapsedTime () |
static float | getRelativeParam60FPS () |
static bool | IsPushedAndroidBackButton () |
static void | PushLog (DebugDialog.LogEntry.LogType type, string sender, string log, bool isParallel=false) |
公開変数類 |
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Common.Catalog | catalog |
Common.GameDataManager | data |
LoadedSe | se |
TitleScene | titleScene |
Common.DebugSettings | debugSettings |
HwndGetter | hwndGetter = new HwndGetter() |
Func< float > | getScreenAspect |
SharpKmyIO.Controller | controller |
TransitionUtil | transitionUtil = new TransitionUtil() |
Action | FormCloser |
Action | ToggleFullScreenHandler = null |
Action< Action > | DialogInvoker |
Action< List< Tuple< string, DebugCastParamDialog.ParamType > > > | DebugCastParamInitializer |
GameView | gameView |
GameView | faceGameView |
Texture | faceTexture |
string[] | commands |
BattleTestStruct | battleTestStruct |
静的公開変数類 |
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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 |
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void | UpdateInput (float elapsed, List< bool > intputs) |
静的限定公開変数類 |
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static bool | sPushedAndroidBackButton = false |
プロパティ |
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MapScene |
mapScene
[get]
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CameraManager |
camManager
= null
[get, set]
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static GameMain |
instance
[get, protected set]
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bool |
IsTestPlayMode
[get]
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bool |
IsTestPlayDialogMode
[get, set]
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bool |
IsDebugMode
[get]
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bool |
IsBattle2D
[get]
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bool |
ExitingPlayer
[get]
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ゲーム全体を管理するクラス
void Yukar.Engine.GameMain.draw | ( | ) |
This is called when the game should draw itself.
gameTime | Provides a snapshot of timing values. |
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static |
システムプロジェクトのリソースかどうかの判定
inResourceItem | リソース |
Func<float> Yukar.Engine.GameMain.getScreenAspect |