Beispiel #1
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 public override void Draw(GameTime gameTime)
 {
     SpriteContainer.Begin(SpriteBlendMode.AlphaBlend);
     SpriteContainer.Draw(this.Texture, new Rectangle(0, 0, 548, 480), Color.White);
     SpriteContainer.Draw(this.CursorTexture, new Rectangle(CursorPosition.X, CursorPosition.Y, CursorTexture.Width, CursorTexture.Height), Color.White);
     SpriteContainer.End();
 }
        public static Player CreatePlayer(PlayerInfo info)
        {
            var meleeWeaponSprite = new MeleeWeaponSprite(
                GetBitmap(info.MeleeWeaponTileMapPath),
                1, 0, 5, new Size(170, 170));

            var weaponSprites = new Dictionary <Type, Sprite>();

            foreach (var weaponType in WeaponFramesId.Keys)
            {
                weaponSprites.Add(
                    weaponType, new StaticSprite(
                        GetBitmap(info.WeaponsTileMapPath),
                        WeaponFramesId[weaponType],
                        new Size(79, 57)));
            }

            var weapons = new List <Weapon>();

            foreach (var weaponInfo in info.Weapons)
            {
                weapons.Add(AbstractWeaponFactory.CreateGun(weaponInfo));
            }

            var position       = info.Position.Copy();
            var angle          = info.Angle;
            var legs           = new PlayerBodySprite(position, GetBitmap(info.ClothesTileMapPath), 1, 14, 27, new Size(64, 64));
            var legsContainer  = new SpriteContainer(legs, position, angle);
            var torsoContainer = new SpriteContainer(weaponSprites[weapons[0].GetType()], position, angle);
            var meleeWeapon    = new MeleeWeapon(position, angle);

            return(new Player(
                       info.Health, info.Armor, new RigidCircle(position, 32, false, true),
                       legsContainer, torsoContainer, weapons, weaponSprites, meleeWeaponSprite, meleeWeapon, info.DeadBodyTileMapPath));
        }
 void Start()
 {
     pa           = this.GetComponent <PlayerAnimate> ();
     sc           = GameObject.FindGameObjectWithTag("GameController").GetComponent <SpriteContainer> ();
     oneHandSpawn = GameObject.Find("oneHandSpawn");
     bl           = GameObject.Find("Bullet").GetComponent <Bullet> ();
 }
Beispiel #4
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        public CorpseViewModel(Game game,
                               IActorGraphics actorGraphics,
                               Vector2 position,
                               Microsoft.Xna.Framework.Audio.SoundEffectInstance soundEffectInstance)
        {
            _actorGraphics       = actorGraphics ?? throw new ArgumentNullException(nameof(actorGraphics));
            _soundEffectInstance = soundEffectInstance;
            var shadowTexture = game.Content.Load <Texture2D>("Sprites/game-objects/simple-object-shadow");

            _rootSprite = new SpriteContainer
            {
                Position = position
            };

            var shadowSprite = new Sprite(shadowTexture)
            {
                Position = new Vector2(0, 0),
                Origin   = new Vector2(0.5f, 0.5f),
                Color    = new Color(Color.White, 0.5f)
            };

            _rootSprite.AddChild(shadowSprite);

            _actorGraphics.ShowOutlined   = false;
            _actorGraphics.ShowHitlighted = false;
            _rootSprite.AddChild(_actorGraphics.RootSprite);
        }
Beispiel #5
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    public override void Init()
    {
        base.Init();

        settings        = ResourceManager.GetItemsSettings();
        spriteContainer = ResourceManager.GetSpriteContainer("CountryContainer");

        var country = settings.countries[0];

        minCoord = country.min;
        maxCoord = country.max;

        var regions     = country.regions;
        var mapRectSize = new Vector2(spriteContainer.width, spriteContainer.height);

        root.localScale = MapCoordinateHelper.GetScaleFactor();

        uiRegions = new List <UIRegionItem>();
        for (int i = 0; i < regions.Count; i++)
        {
            var region   = regions[i];
            var sprite   = spriteContainer.GetSprite(region.name);
            var uiRegion = Instantiate(template, root);
            uiRegion.Init(region, minCoord, maxCoord);
            uiRegion.baseImage.sprite   = sprite;
            uiRegion.BaseRect.sizeDelta = MapCoordinateHelper.ConvertToUI(Vector2.zero, mapRectSize, sprite.rect.size);
            uiRegion.gameObject.SetActive(true);
            uiRegions.Add(uiRegion);
        }
    }
Beispiel #6
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    // 아틀라스 컨테이너에 추가한다 ex : Lobby + Common + Icon  한가지 키로 통합
    private void AddAtlasSprite(string Key, string atlasName)
    {
        SpriteContainer container;

        Sprite[] sprites;

        sprites = Resources.LoadAll <Sprite>(GlobalUtil.AddString(AtlasPath, atlasName));

        if (sprites == null)
        {
            return;
        }

        if (_spriteDictionary.TryGetValue(Key, out container))
        {
            for (int i = 0; i < sprites.Length; ++i)
            {
                container.AddSprite(sprites[i].name, sprites[i]);
            }
        }
        else
        {
            container           = new SpriteContainer();
            container.AtlasName = Key;

            for (int i = 0; i < sprites.Length; ++i)
            {
                container.AddSprite(sprites[i].name, sprites[i]);
            }

            _spriteDictionary.Add(Key, container);
        }

        Debug.Log("Load Atlas : " + container.AtlasName + " , AtlasCount : " + _spriteDictionary.Count);
    }
Beispiel #7
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        public StaticObjectViewModel(Game game, IStaticObject staticObject, SpriteBatch spriteBatch)
        {
            _game        = game;
            StaticObject = staticObject;
            _spriteBatch = spriteBatch;

            var graphics = new StaticObjectGraphics(game, staticObject);

            var worldCoords = HexHelper.ConvertToWorld(((HexNode)StaticObject.Node).OffsetCoords);

            var hexSize = MapMetrics.UnitSize / 2;
            var staticObjectPosition = new Vector2(
                (int)Math.Round(worldCoords[0] * hexSize * Math.Sqrt(3), MidpointRounding.ToEven),
                (int)Math.Round(worldCoords[1] * hexSize * 2 / 2, MidpointRounding.ToEven)
                );

            _rootSprite = new SpriteContainer
            {
                Position = staticObjectPosition
            };

            var shadowTexture = _game.Content.Load <Texture2D>("Sprites/game-objects/simple-object-shadow");

            _rootSprite.AddChild(new Sprite(shadowTexture)
            {
                Position = new Vector2(0, 0),
                Origin   = new Vector2(0.5f, 0.5f),
                Color    = new Color(Color.White, 0.5f)
            });

            _rootSprite.AddChild(graphics);
        }
Beispiel #8
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    // Use this for initialization
    void Start()
    {
        eai = this.GetComponent <HeavyAI> ();
        sc  = GameObject.FindGameObjectWithTag("GameController").GetComponent <SpriteContainer>();

        ewc     = this.GetComponent <HeavyAttack> ();
        legsSpr = sc.getPlayerLegs();
    }
Beispiel #9
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    void Start()
    {
        Scene currentScene = SceneManager.GetActiveScene();

        sceneName = currentScene.name;
        pa        = this.GetComponent <PlayerAnimate> ();
        sc        = GameObject.FindGameObjectWithTag("GameController").GetComponent <SpriteContainer> ();
    }
Beispiel #10
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 void Start()
 {
     eai          = this.GetComponent <EnemyAI>();
     sc           = GameObject.FindGameObjectWithTag("GameController").GetComponent <SpriteContainer>();
     torsoSpr     = sc.getEnemyWalk("");
     attackingSpr = sc.getEnemyWeapon("");
     legsSpr      = sc.eWalk;
 }
Beispiel #11
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 void Start()
 {
     eai    = this.GetComponent <EnemyAI> ();
     player = GameObject.FindGameObjectWithTag("Player");
     sc     = GameObject.FindGameObjectWithTag("GameController").GetComponent <SpriteContainer>();
     sr     = this.GetComponent <SpriteRenderer> ();
     ea     = this.GetComponent <EnemyAnimate>();
 }
Beispiel #12
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 void Start()
 {
     pm        = this.GetComponent <Player>();
     sc        = GameObject.FindGameObjectWithTag("GameController").GetComponent <SpriteContainer>();
     walking   = sc.getPlayerUnarmedWalk();
     attacking = sc.getPlayerPunch();
     legsSpr   = sc.getPlayerLegs();
 }
Beispiel #13
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        public void Load(ContentManager content, SpriteManager manager, SceneInterface scene)
        {
            geoTexture = content.Load<BaseRenderableEffect>("Materials/Dude");

            // First create and submit the empty player container.
            geoSprites = manager.CreateSpriteContainer();
            scene.ObjectManager.Submit(geoSprites);
        }
Beispiel #14
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    public static SpriteContainer Create()
    {
        SpriteContainer asset = ScriptableObject.CreateInstance <SpriteContainer>();

        AssetDatabase.CreateAsset(asset, "Assets/SpriteContainer.asset");
        AssetDatabase.SaveAssets();

        return(asset);
    }
Beispiel #15
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        public ActorIdleEngine(SpriteContainer graphicsRoot)
        {
            _graphicsRoot = graphicsRoot;

            _random = new Random();

            _startPosition = graphicsRoot.Position;
            _targetVector  = GetUnitRandomVector();
        }
        private static SpriteContainer CreateSpriteHierarchy(IEnumerable <AnimalPart> parts)
        {
            var bodySprite          = parts.Single(x => x.Type == AnimalPartType.Body).Texture;
            var headSprite          = parts.Single(x => x.Type == AnimalPartType.Head).Texture;
            var tailSprite          = parts.Single(x => x.Type == AnimalPartType.Tail).Texture;
            var legCloseFrontSprite = parts.Single(x => x.Type == AnimalPartType.LegCloseFront).Texture;
            var legCloseHindSprite  = parts.Single(x => x.Type == AnimalPartType.LegCloseHind).Texture;
            var legFarFrontSprite   = parts.Single(x => x.Type == AnimalPartType.LegFarFront).Texture;
            var legFarHindSprite    = parts.Single(x => x.Type == AnimalPartType.LegFarHind).Texture;

            var container = new SpriteContainer();

            container.AddChild(new Sprite(legFarFrontSprite)
            {
                Position = new Vector2(0, -12),
                Origin   = new Vector2(0.5f, 0.5f)
            });

            container.AddChild(new Sprite(legFarHindSprite)
            {
                Position = new Vector2(0, -12),
                Origin   = new Vector2(0.5f, 0.5f)
            });

            container.AddChild(new Sprite(bodySprite)
            {
                Position = new Vector2(0, -12),
                Origin   = new Vector2(0.5f, 0.5f)
            });

            container.AddChild(new Sprite(headSprite)
            {
                Position = new Vector2(-0, -12),
                Origin   = new Vector2(0.5f, 0.5f)
            });

            container.AddChild(new Sprite(tailSprite)
            {
                Position = new Vector2(0, -12),
                Origin   = new Vector2(0.5f, 0.5f)
            });

            container.AddChild(new Sprite(legCloseFrontSprite)
            {
                Position = new Vector2(0, -12),
                Origin   = new Vector2(0.5f, 0.5f)
            });

            container.AddChild(new Sprite(legCloseHindSprite)
            {
                Position = new Vector2(0, -12),
                Origin   = new Vector2(0.5f, 0.5f)
            });

            return(container);
        }
Beispiel #17
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        public override void Draw(GameTime gameTime)
        {
            int width  = GraphicsDevice.Viewport.Width / 2;
            int height = GraphicsDevice.Viewport.Height / 2;

            SpriteContainer.Begin(SpriteSortMode.BackToFront, BlendState.Additive);

            SpriteContainer.Draw(this.Texture, new Vector2(width, height), null, Color.White, 0, new Vector2(this.Texture.Width / 2, this.Texture.Height / 2), 1, SpriteEffects.None, 0.0f);
            SpriteContainer.End();
            base.Draw(gameTime);
        }
    public override void Init()
    {
        base.Init();
        settings        = ResourceManager.GetItemsSettings();
        spriteContainer = ResourceManager.GetSpriteContainer("RegionContainer");

        var country = settings.countries[0];

        countryMinCoord = country.min;
        countryMaxCoord = country.max;
    }
Beispiel #19
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    public virtual void Reset()
    {
        spriteContainer = null;
        frameIndex      = 0;
        _spriteData     = null;

        _mesh        = null;
        _meshChanged = false;

        _meshFilter.sharedMesh  = null;
        renderer.sharedMaterial = null;
    }
Beispiel #20
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    public virtual void Reset()
    {
        spriteContainer = null;
        frameIndex = 0;
        _spriteData = null;

        _mesh = null;
        _meshChanged = false;

        _meshFilter.sharedMesh = null;
        renderer.sharedMaterial = null;
    }
    // Use this for initialization
    void Start()
    {
        Scene currentScene = SceneManager.GetActiveScene();

        sceneName = currentScene.name;
        eai       = this.GetComponent <EnemyAI> ();
        player    = GameObject.FindGameObjectWithTag("Player");
        sr        = this.GetComponent <SpriteRenderer> ();
        sc        = GameObject.FindGameObjectWithTag("GameController").GetComponent <SpriteContainer> ();
        ea        = this.GetComponent <EnemyAnimate> ();
        Boss      = GameObject.Find("Mirtha");
    }
Beispiel #22
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 protected LivingEntity(
     int health, int armor, RigidCircle collisionShape, SpriteContainer legsContainer,
     SpriteContainer torsoContainer, string deadBodyPath)
 {
     Health         = health;
     Armor          = armor;
     CollisionShape = collisionShape;
     TorsoContainer = torsoContainer;
     LegsContainer  = legsContainer;
     Velocity       = Vector.ZeroVector;
     DeadBodyPath   = deadBodyPath;
 }
 public static void update(SpriteContainer characterSprites, SpriteContainer staticSprites)
 {
     foreach (BasicSprite cs in characterSprites)
     {
         for (int i = staticSprites.Count - 1; i >= 0; i--)
         {
             // all-in-one collision detection/handling for input slip
             cs.velocity = collisionWithSlip(cs, staticSprites[i]);
         }
         cs.updatePosition();
     }
 }
Beispiel #24
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        private static SpriteContainer CreateSpriteHierarchy(Texture2D texture2D, Vector2 spritePosition)
        {
            var container = new SpriteContainer();

            container.AddChild(new Sprite(texture2D)
            {
                Position = spritePosition,
                Origin   = new Vector2(0.5f, 0.5f)
            });

            return(container);
        }
Beispiel #25
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        public override void Draw(GameTime gameTime)
        {
            SpriteContainer.Begin(SpriteSortMode.BackToFront, BlendState.AlphaBlend);
            //SpriteContainer.Draw(this.Texture, new Rectangle(0, 0, 548, 480), Color.White);
            SpriteContainer.Draw(this.CursorTexture, new Rectangle(CursorPosition.X - 50, CursorPosition.Y, CursorTexture.Width, CursorTexture.Height), Color.White);
            foreach (MenuOption M in Options)
            {
                //SpriteContainer.Draw(this.CursorTexture, new Rectangle(M.Position.X, M.Position.Y, CursorTexture.Width, CursorTexture.Height), Color.White);
                SpriteContainer.DrawString(MenuFont, M.Text, new Vector2(M.Position.X, M.Position.Y), Color.White);
            }

            SpriteContainer.End();
        }
 public static void update(BasicSprite character, SpriteContainer staticSprites, GameTime time)
 {
     for (int i = staticSprites.Count - 1; i >= 0; i--)
     {
         if (willCollide(character, staticSprites[i], time))
         {
             character.velocity = collisionWithSlip(character, staticSprites[i], time);
             character.onCollide(staticSprites[i], data, time);
             staticSprites[i].onCollide(character, data, time);
         }
     }
     character.updatePosition();
 }
        public ActorCommonActionMoveEngine(SpriteContainer rootContainer,
                                           IAnimationBlockerService animationBlockerService,
                                           SoundEffectInstance?soundEffect)
        {
            _rootContainer = rootContainer;
            _soundEffect   = soundEffect;

            _startPosition  = rootContainer.Position;
            _targetPosition = _startPosition + (Vector2.UnitY * -10);

            _animationBlocker = new AnimationCommonBlocker();

            animationBlockerService.AddBlocker(_animationBlocker);
        }
        public AnimalGraphics(IPersonVisualizationContentStorage personVisualizationContentStorage)
        {
            var outlinedParts = personVisualizationContentStorage.GetAnimalParts("hunter/Outlined");

            _outline       = CreateSpriteHierarchy(outlinedParts);
            _outline.Color = Color.Red;
            AddChild(_outline);

            var parts = personVisualizationContentStorage.GetAnimalParts("hunter");

            var main = CreateSpriteHierarchy(parts);

            AddChild(main);
        }
Beispiel #29
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        public void Update(GameTime gameTime, SpriteContainer spritesToPhysics)
        {
            //Console.WriteLine();
            float frameTime = (float)gameTime.TotalGameTime.TotalSeconds;
            //gravity is applied to every sprite in the game here so that there is a universal gravity
            foreach (BasicSprite i in spritesToPhysics)
            {
                i.velocity.setY(i.velocity.getY() + (gravity * frameTime));
                if (i.velocity.getY() >= 30.0f)
                    i.velocity.setY(30.0f);

                //Console.WriteLine(gravity * Velocity.FromCoordinates(frameTime, frameTime));
            }
        }
Beispiel #30
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        public void Update(GameTime gameTime, SpriteContainer spritesToPhysics)
        {
            float frameTime = (float)gameTime.TotalGameTime.TotalSeconds;
            float downVel = gravity * frameTime;

            // gravity is applied to every sprite in the game here so that there is a universal gravity
            foreach (BasicSprite i in spritesToPhysics)
            {
                if (downVel >= 2.0f)
                    downVel = 0.5f;

                i.velocity.setY(i.velocity.getY() + downVel);
            }
        }
Beispiel #31
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    private void SwitchSprite(GameObject direction, bool activated)
    {
        SpriteRenderer  dirRend = direction.GetComponent <SpriteRenderer>();
        SpriteContainer dirCont = direction.GetComponent <SpriteContainer>();

        if (activated)
        {
            dirRend.sprite = dirCont.activatedSprite;
        }
        else
        {
            dirRend.sprite = dirCont.deactivatedSprite;
        }
    }
        public ActorMeleeAttackEngine(SpriteContainer rootContainer, Vector2 targetPosition,
                                      IAnimationBlockerService animationBlockerService, SoundEffectInstance?meleeAttackSoundEffect)
        {
            _rootContainer           = rootContainer;
            _animationBlockerService = animationBlockerService;
            _meleeAttackSoundEffect  = meleeAttackSoundEffect;
            _startPosition           = rootContainer.Position;
            _targetPosition          = Vector2.Lerp(_startPosition, targetPosition, 0.6f);

            _animationBlocker = new AnimationCommonBlocker();

            _animationBlockerService.AddBlocker(_animationBlocker);

            _rootContainer.FlipX = (_startPosition - _targetPosition).X < 0;
        }
Beispiel #33
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        public override void Draw(GameTime gameTime)
        {
            int width  = GraphicsDevice.Viewport.Width / 2;
            int height = GraphicsDevice.Viewport.Height / 2;

            SpriteContainer.Begin();

            Vector4 NewColor = ColorToFade.ToVector4();

            //Set Transparency
            NewColor.W = FadeAmount;
            SpriteContainer.Draw(FadeTexture, Vector2.Zero, new Color(NewColor));
            SpriteContainer.End();
            base.Draw(gameTime);
        }
        public static Bot CreateBot(BotInfo info, List <Vector> patrolPoints)
        {
            var position       = info.Position.Copy();
            var angle          = info.Angle;
            var type           = BotBank.GetBotTypeInfo(info.Type);
            var legs           = new PlayerBodySprite(position, GetBitmap(type.ClothesTileMapPath), 1, 14, 27, new Size(64, 64));
            var torso          = new StaticSprite(GetBitmap(type.WeaponsTileMapPath), WeaponFramesId[type.Weapon.WeaponType], new Size(79, 57));
            var legsContainer  = new SpriteContainer(legs, position, angle);
            var torsoContainer = new SpriteContainer(torso, position, angle);
            var sightVector    = new Vector(1, 0).Rotate(-angle, Vector.ZeroVector).Normalize();

            return(new Bot(
                       type.Health, type.Armor, legsContainer, torsoContainer, sightVector,
                       new RigidCircle(position, 32, false, true),
                       AbstractWeaponFactory.CreateGun(type.Weapon), type.DeadBodyTileMapPath, patrolPoints));
        }
 public static void update(SpriteContainer characterSprites, SpriteContainer staticSprites, GameTime time)
 {
     foreach (BasicSprite cs in characterSprites)
     {
         for (int i = staticSprites.Count - 1; i >= 0; i--)
         {
             // all-in-one collision detection/handling for input slip
             if (willCollide(cs, staticSprites[i], time))
             {
                 cs.velocity = collisionWithSlip(cs, staticSprites[i], time);
                 cs.onCollide(staticSprites[i], data, time);
                 staticSprites[i].onCollide(cs, data, time);
             }
         }
         cs.updatePosition();
     }
 }
        public StaticObjectViewModel(Game game, IStaticObject staticObject, SpriteBatch spriteBatch,
                                     bool createHighlighted = false)
        {
            _game        = game;
            StaticObject = staticObject;
            _spriteBatch = spriteBatch;

            var graphics = new StaticObjectGraphics(game, staticObject);

            var worldCoords = HexHelper.ConvertToWorld(((HexNode)StaticObject.Node).OffsetCoords);

            var hexSize = MapMetrics.UnitSize / 2;
            var staticObjectPosition = new Vector2(
                (int)Math.Round(worldCoords[0] * hexSize * Math.Sqrt(HIGHLIGHT_DURATION_SECONDS),
                                MidpointRounding.ToEven),
                (int)Math.Round(worldCoords[1] * hexSize * 2 / 2, MidpointRounding.ToEven)
                );

            _rootSprite = new SpriteContainer
            {
                Position = staticObjectPosition
            };

            var hasNoShadow = StaticObject.Purpose == PropContainerPurpose.Puddle ||
                              StaticObject.Purpose == PropContainerPurpose.Pit;

            if (!hasNoShadow)
            {
                var shadowTexture = _game.Content.Load <Texture2D>("Sprites/game-objects/simple-object-shadow");
                _rootSprite.AddChild(new Sprite(shadowTexture)
                {
                    Position = new Vector2(0, 0),
                    Origin   = new Vector2(0.5f, 0.5f),
                    Color    = new Color(Color.White, 0.5f)
                });
            }

            _rootSprite.AddChild(graphics);

            if (createHighlighted)
            {
                _highlightCounter = HIGHLIGHT_DURATION_SECONDS;
            }
        }
Beispiel #37
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        private void ParseSprites(string xml)
        {
            SpriteContainer spriteContainer = SpriteContainer.LoadFromText(xml);
            int             num             = 0;

            foreach (SpriteDesign sprite in spriteContainer.sprites)
            {
                ++num;
                if (!this.spriteDictionaryByKey.ContainsKey(sprite.SpriteKey))
                {
                    this.spriteDictionaryByKey.Add(sprite.SpriteKey, sprite);
                }
                if (!this.spriteDictionaryById.ContainsKey(sprite.SpriteId))
                {
                    this.spriteDictionaryById.Add(sprite.SpriteId, sprite);
                }
            }
            Singleton <SharedManager> .Instance.SendTaskToMainThread((Action)(() => PlayerPrefs.SetFloat("SpriteVersion", (float)SingletonManager <SystemManager> .Instance.settings.SpriteVersion)), false);
        }
Beispiel #38
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 // adds the sprite to a container - this is useful if the sprite
 // wishes to remove itself from that container, therefore not get drawn or something
 public void addTo(SpriteContainer container)
 {
     if (container != null)
         container.Add(this);
     this.container = container;
 }
Beispiel #39
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        /// <summary>
        /// 
        /// </summary>
        protected override void LoadContent()
        {
            // Create the static scenery container.
            mStaticSceneSprites = mSpriteManager.CreateSpriteContainer();

            mStaticSceneSprites.Begin();
            for (int x = 0; x < mStaticSceneEffects.Count; x++)
            {
                // Note: closest layer depth to the camera is 0
                mStaticSceneSprites.Add(mStaticSceneEffects[x].effect,
                                        mStaticSceneEffects[x].size,
                                        mStaticSceneEffects[x].position,
                                        mStaticSceneEffects[x].rotation,
                                        mStaticSceneEffects[x].depth);
            }
            mStaticSceneSprites.End();

            // Submit the static scenery container.
            mSceneInterface.ObjectManager.Submit(mStaticSceneSprites);
        }
Beispiel #40
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    /// <summary>
    /// Callback for the OnChange event from the Unity editor.
    /// </summary>
    /// <param name='newVal'>
    /// New SpriteContainer
    /// </param>
    public void UpdateSpriteContainer(SpriteContainer newVal)
    {
        spriteContainer = newVal;

        if (spriteContainer != null) {
            InitMeshAndSpriteData();
        } else {
            Reset();
        }

        // I'm not entirely sure what this does, but it seems it's necessary to
        // properly update the non-standard properties that have the "OnChange" attribute.
        #if UNITY_EDITOR
            if (!Application.isPlaying) {
                UnityEditor.PrefabUtility.RecordPrefabInstancePropertyModifications(this);
            }
        #endif
    }
Beispiel #41
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 /// <summary>
 /// 
 /// </summary>
 public void InitSunburnStuff()
 {
     if (FNA.Game_cl.IsPlayingGame == true)
     {
         mSpriteContainer = FNA.Game_cl.BaseInstance.SpriteManager.CreateSpriteContainer();
         FNA.Game_cl.BaseInstance.SceneInterface.ObjectManager.Submit(mSpriteContainer);
     }
 }
Beispiel #42
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 // adds the sprite to a container - this is useful if the sprite
 // wishes to remove itself from that container, therefore not get drawn or something
 public void addTo(SpriteContainer container)
 {
     container.Add(this);
     this.container = container;
 }