Package com.prineside.tdi2
Class GameSystemProvider
java.lang.Object
com.prineside.tdi2.GameSystemProvider
- All Implemented Interfaces:
KryoSerializable
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Nested Class Summary
Modifier and TypeClassDescriptionstatic class
static final class
Thread-local objects, stored in S.TSH Each GameSystemProvider has a single instance of this class and provides objects that were usually available as a regular static fields / singletons Since static fields can not be used in a multithreaded environment and ThreadLocal may get costly -
Field Summary
Modifier and TypeFieldDescriptionboolean
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Constructor Summary
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Method Summary
Modifier and TypeMethodDescriptionvoid
addSystem
(GameSystem gameSystem) void
compareSync
(GameSystemProvider toSystemProvider, StringBuilder sb, boolean debug) void
Create systems that do not affect the state.void
Create all systems - both state affecting and non-state-affecting.deepCopy()
void
dispose()
void
boolean
void
void
void
void
void
void
void
static GameSystemProvider
unserialize
(Input data) void
void
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Field Details
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syncChecking
public boolean syncChecking -
syncCheckLog
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CFG
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_sound
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_cachedRendering
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_gameMapSelection
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achievement
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_input
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_hotKey
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_gameUi
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_mapEditorUi
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_render
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_mapRendering
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_pathRendering
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_projectileTrail
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_inventory
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_mapEditor
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_particle
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bonus
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gameplayMod
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gameValue
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state
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gameState
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_quest
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buff
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loot
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enemy
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unit
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ability
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map
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projectile
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explosion
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tower
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experience
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miner
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modifier
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pathfinding
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damage
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wave
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statistics
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randomEncounter
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script
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events
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TSH
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CLASS_COMPARATOR
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Constructor Details
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GameSystemProvider
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Method Details
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syncLog
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syncLogTrace
public void syncLogTrace() -
write
- Specified by:
write
in interfaceKryoSerializable
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read
- Specified by:
read
in interfaceKryoSerializable
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createSystems
public void createSystems()Create all systems - both state affecting and non-state-affecting. If CFG.headless is true, some systems (those that are not needed) won't be created. -
deepCopy
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serialize
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unserialize
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createAndSetupNonStateAffectingSystemsAfterDeserialization
public void createAndSetupNonStateAffectingSystemsAfterDeserialization()Create systems that do not affect the state. Only called after state deserialization. -
setupSystems
public void setupSystems() -
postSetupSystems
public void postSetupSystems() -
compareSync
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resetSystemsFrameProfiling
public void resetSystemsFrameProfiling() -
flushSystemsFrameProfiling
public void flushSystemsFrameProfiling() -
updateSystems
public void updateSystems() -
getSystemsOrdered
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addSystem
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dispose
public void dispose() -
isDisposed
public boolean isDisposed()
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