static void Main(string[] args) { Console.ForegroundColor = ConsoleColor.Red; var matrixEffect = new MatrixEffect { Text = $"You entered the matrix !{Environment.NewLine}Take the red to pill you leave{Environment.NewLine}or the blue pill to stay{Environment.NewLine}{Environment.NewLine}{Environment.NewLine}Test", }; matrixEffect.StartAsync(); matrixEffect.Wait(); matrixEffect = new MatrixEffect { Text = $"You entered the matrix !{Environment.NewLine}Take the red to pill you leave{Environment.NewLine}or the blue pill to stay{Environment.NewLine}{Environment.NewLine}{Environment.NewLine}Test", AdditionalColor = ConsoleColor.Cyan, MatrixColor = ConsoleColor.DarkBlue, MatrixDrawingColor = ConsoleColor.Blue, TextForeground = ConsoleColor.Red }; matrixEffect.StartAsync(); matrixEffect.Wait(); Console.WriteLine("finished"); Console.ReadLine(); }
public override bool Draw(UltimaBatcher2D batcher, int x, int y) { if (Engine.Profile.Current != null && Engine.Profile.Current.UseXBR) { // draw regular world if (_xBR == null || _xBR.IsDisposed) { _xBR = new MatrixEffect(batcher.GraphicsDevice, Resources.xBREffect); } _xBR.Parameters["textureSize"].SetValue(new Vector2 { X = _scene.ViewportTexture.Width, Y = _scene.ViewportTexture.Height }); batcher.End(); batcher.Begin(_xBR); batcher.Draw2D(_scene.ViewportTexture, x, y, Width, Height, ref _zero); batcher.End(); batcher.Begin(); } else { batcher.Draw2D(_scene.ViewportTexture, x, y, Width, Height, ref _zero); } // draw lights if (_scene.UseLights) { batcher.SetBlendState(_blend); batcher.Draw2D(_scene.Darkness, x, y, Width, Height, ref _zero); batcher.SetBlendState(null); } // draw overheads _scene.DrawSelection(batcher, x, y); _scene.DrawOverheads(batcher, x, y); return(base.Draw(batcher, x, y)); }