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# D:/guillaume/guillara/3D/DXGfx/Backup/World/WorldEntity.cs

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    00001 //BSD License
    00002 //DXGfx® - http://www.eteractions.com
    00003 //Copyright (c) 2005
    00004 //by Guillaume Randon
    00005 //Permission is hereby granted, free of charge, to any person obtaining a copy of this software
    00006 //and associated documentation files (the "Software"), to deal in the Software without restriction,
    00007 //including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense,
    00008 //and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so,
    00009 //subject to the following conditions:
    00010 //The above copyright notice and this permission notice shall be included in all copies or substantial
    00011 //portions of the Software.
    00012 //THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED,
    00013 //INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE
    00014 //AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM,
    00015 //DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
    00016 //OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
    00017 using System;
    00018 using System.Collections.Generic;
    00019 using System.Text;
    00020 using Microsoft.DirectX.DirectSound;
    00021 using DXGfxLib;
    00022
    00023 namespace Game
    00024 {
    00025     public interface IWorldEntity
    00026     {
    00027         SceneObject SceneObject { get; set;}
    00028         void Selected();
    00029         void UpdateIA(float elapsedTime, double absTime);
    00030     }
    00031
    00032     public class WorldEntity :IWorldEntity
    00033     {
    00034         protected SceneObject sceneObj = new SceneObject();
    00035
    00036         public SceneObject SceneObject
    00037         {
    00038             get { return sceneObj; }
    00039             set { sceneObj = value; }
    00040         }
    00041
    00042         public SecondaryBuffer selectSound;
    00043         public String selectString;
    00044
    00045         public List<Mission> missions;
    00046
    00047         public WorldEntity()
    00048         {
    00049             missions = new List<Mission>();
    00050             channels = new List<IAChannel>();
    00051         }
    00052
    00053         public void Selected()
    00054         {
    00055             // Afficher le selectString + Jouer le selectSound!!
    00056             // Lorsque le boutton avec le select string est appuyé on arrête le son en cours, on affiche le texte de la mission
    00057             // et on joue le son associé !!
    00058         }
    00059
    00060         public List<IAChannel> channels;
    00061         public bool IAKnowledgeChanged = false;
    00062
    00063         public virtual void UpdateIA(float elapsedTime, double absTime)
    00064         {
    00065             foreach (IAChannel channel in channels)
    00066             {
    00067                 channel.Run(this);
    00068             }
    00069         }
    00070     }
    00071 }