public void Render(ImageSource imageSource, ERenderType renderType)
        {
            switch (renderType)
            {
            case ERenderType.All:
                RenderA();
                RenderB();
                RenderC();
                RenderD();
                break;

            case ERenderType.Horizontal:
                RenderB();
                RenderC();
                RenderD();
                break;
            }
            RenderTargetBitmap bmp = new RenderTargetBitmap((int)DrawingConfig.MW, (int)DrawingConfig.MH, DrawingConfig.xdpi, DrawingConfig.ydpi, PixelFormats.Pbgra32);

            bmp.Render(drawingVisualA);
            bmp.Render(drawingVisualB);
            bmp.Render(drawingVisualC);
            bmp.Render(drawingVisualD);
            imageSource = bmp;
        }
Beispiel #2
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    public void Render(ERenderType renderType)
    {
        m_Material.SetPass(0);

        Graphics.DrawMeshNow(m_Mesh, m_DefaultMeshPos, this.gameObject.transform.rotation);
        m_UpdateData.worldMatrix = transform.localToWorldMatrix;
        Internal_ParticleSystem_Update(m_UpdateData);
        Native_Render(m_UpdateData.index, (byte)renderType);
    }
Beispiel #3
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        public void SetRenderType(ERenderType type)
        {
            Type = type;
            if (type == ERenderType.Sprite)
            {
                RenderObj = Owner.GetVertexPool().AddSprite(Owner.SpriteWidth, Owner.SpriteHeight,
                                                            (STYPE)Owner.SpriteType, (ORIPOINT)Owner.OriPoint, 60f, IsSimpleSprite());
            }
            else if (type == ERenderType.Ribbon)
            {
                float rwidth = Owner.RibbonWidth;
                float rlen   = Owner.RibbonLen;
                if (Owner.UseRandomRibbon)
                {
                    rwidth = UnityEngine.Random.Range(Owner.RibbonWidthMin, Owner.RibbonWidthMax);
                    rlen   = UnityEngine.Random.Range(Owner.RibbonLenMin, Owner.RibbonLenMax);
                }
                RenderObj = Owner.GetVertexPool().AddRibbonTrail(Owner.FaceToObject, Owner.FaceObject,
                                                                 rwidth, Owner.MaxRibbonElements, rlen, Owner.ClientTransform.position + Owner.EmitPoint, 60f);
            }
            else if (type == ERenderType.Cone)
            {
                RenderObj = Owner.GetVertexPool().AddCone(Owner.ConeSize, Owner.ConeSegment,
                                                          Owner.ConeAngle, Owner.OriVelocityAxis, 0, 60f, Owner.UseConeAngleChange, Owner.ConeDeltaAngle);
            }
            else if (type == ERenderType.CustomMesh)
            {
                if (Owner.CMesh == null)
                {
                    Debug.LogError("custom mesh layer has no mesh to display!", Owner.gameObject);
                }
                if (Owner.OriVelocityAxis == Vector3.zero)
                {
                    Owner.OriVelocityAxis = Vector3.up;
                }

                var dir = Owner.OriVelocityAxis;
                RenderObj = Owner.GetVertexPool().AddCustomMesh(Owner.CMesh, dir, 60f);
            }

            RenderObj.Node = this;
        }
Beispiel #4
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        public void Init(XffectComponent parent)
        {
            Owner = parent;
            if (Owner == null)
            {
                Debug.Log("you must set EffectLayer to be XffectComponent's child.");
            }


            if (ClientTransform == null)
            {
                Debug.Log("effect layer: " + gameObject.name + " haven't assign a client transform, automaticly set to itself.");
                ClientTransform = transform;
            }

            if (RenderType < 0 || RenderType > (int)ERenderType.Max)
            {
                Debug.Log("unspported RenderType.");
            }

            _RenderType = (ERenderType)RenderType;

            AvailableENodes = new EffectNode[MaxENodes];
            for (int i = 0; i < MaxENodes; i++)
            {
                EffectNode n    = new EffectNode(i, ClientTransform, SyncClient, this);
                var        afts = InitAffectors(n);
                n.SetAffectorList(afts);

                n.SetRenderType(_RenderType);
                AvailableENodes[i] = n;
            }

            ActiveENodes       = new EffectNode[MaxENodes];
            AvailableNodeCount = MaxENodes;
            emitter            = new Emitter(this);
            mStopped           = false;
            mElapsedTime       = 0f;
            LastClientPos      = ClientTransform.position;
        }
Beispiel #5
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        public MySqlCommand makeMySqlCommand(MySqlConnection conn, ERenderType renderType)
        {
            RenderContext renderContext = new RenderContext(renderType);

            string sqlDelete = this.render(renderContext);

            if (renderType == ERenderType.NonParamed)
            {
                return(new MySqlCommand(sqlDelete, conn));
            }
            else
            {
                MySqlCommand cmd = new MySqlCommand(sqlDelete, conn);

                foreach (ParamPair pair in renderContext.paramPairs)
                {
                    cmd.Parameters.AddWithValue(pair.parameter, pair.userInput);
                }

                return(cmd);
            }
        }
Beispiel #6
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 public string render(ERenderType renderType)
 {
     return(this.render(new RenderContext(renderType)));
 }
Beispiel #7
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        //--------------RENDER------------------------
        public string render(ERenderType renderType)
        {
            RenderContext renderContext = new RenderContext(renderType);

            return(this.render(renderContext));
        }
Beispiel #8
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 public RenderContext(ERenderType renderType)
 {
     this.paramCounter = 0;
     this.renderType   = renderType;
 }