Package com.prineside.tdi2
Class GameSystemProvider
java.lang.Object
com.prineside.tdi2.GameSystemProvider
- All Implemented Interfaces:
KryoSerializable
-
Nested Class Summary
Nested ClassesModifier 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
FieldsModifier and TypeFieldDescriptionboolean
-
Constructor Summary
Constructors -
Method Summary
Modifier and TypeMethodDescriptionvoid
addSystem
(GameSystem gameSystem) void
compareSync
(GameSystemProvider toSystemProvider, StringBuilder sb, boolean debug) void
Создать системы, которые не влияют на состояние Вызывать только после десериализации GSPvoid
Создать все системы - основные и не влияющие на состояниеdeepCopy()
void
dispose()
void
void
void
void
void
void
void
void
static GameSystemProvider
unserialize
(Input data) void
void
-
Field Details
-
syncChecking
public boolean syncChecking -
syncCheckLog
-
CFG
-
_sound
-
_cachedRendering
-
_gameMapSelection
-
achievement
-
_input
-
_hotKey
-
_gameUi
-
_mapEditorUi
-
_render
-
_mapRendering
-
_pathRendering
-
_projectileTrail
-
_inventory
-
_mapEditor
-
_particle
-
bonus
-
gameplayMod
-
gameValue
-
state
-
gameState
-
_quest
-
buff
-
loot
-
enemy
-
unit
-
ability
-
map
-
projectile
-
explosion
-
tower
-
miner
-
modifier
-
pathfinding
-
wave
-
statistics
-
script
-
events
-
TSH
-
CLASS_COMPARATOR
-
-
Constructor Details
-
GameSystemProvider
-
-
Method Details
-
syncLog
-
syncLogTrace
public void syncLogTrace() -
write
- Specified by:
write
in interfaceKryoSerializable
-
read
- Specified by:
read
in interfaceKryoSerializable
-
createSystems
public void createSystems()Создать все системы - основные и не влияющие на состояние -
deepCopy
-
serialize
-
unserialize
-
createAndSetupNonStateAffectingSystemsAfterDeserialization
public void createAndSetupNonStateAffectingSystemsAfterDeserialization()Создать системы, которые не влияют на состояние Вызывать только после десериализации GSP -
setupSystems
public void setupSystems() -
postSetupSystems
public void postSetupSystems() -
compareSync
-
resetSystemsFrameProfiling
public void resetSystemsFrameProfiling() -
flushSystemsFrameProfiling
public void flushSystemsFrameProfiling() -
updateSystems
public void updateSystems() -
getSystemsOrdered
-
addSystem
-
dispose
public void dispose()
-