protected override void CleanupContent() { if (this.chara != null) { this.chara = null; } MeshManager.Instance.Remove("floor"); }
/// <summary> /// /// </summary> protected override void SetupContent() { // set background and some fog Viewport.BackgroundColor = new ColorEx(1.0f, 1.0f, 0.8f); SceneManager.SetFog(FogMode.Linear, new ColorEx(1.0f, 1.0f, 1.0f), 0, 15, 100); // set shadow properties SceneManager.ShadowTechnique = ShadowTechnique.TextureModulative; SceneManager.ShadowColor = new ColorEx(0.5f, 0.5f, 0.5f); SceneManager.ShadowTextureSize = 1024; SceneManager.ShadowTextureCount = 1; // disable default camera control so the character can do its own CameraManager.setStyle(CameraStyle.Manual); // use a small amount of ambient lighting SceneManager.AmbientLight = new ColorEx(0.3f, 0.3f, 0.3f); // add a bright light above the scene Light light = SceneManager.CreateLight("CharacterLight"); light.Type = LightType.Point; light.Position = new Vector3(-10, 40, 20); light.Specular = ColorEx.White; MeshManager.Instance.CreatePlane("floor", ResourceGroupManager.DefaultResourceGroupName, new Plane(Vector3.UnitY, 0), 100, 100, 10, 10, true, 1, 10, 10, Vector3.UnitZ); // create a floor entity, give it a material, and place it at the origin Entity floor = SceneManager.CreateEntity("Floor", "floor"); floor.MaterialName = "Examples/Rockwall"; floor.CastShadows = false; SceneManager.RootSceneNode.AttachObject(floor); // create our character controller this.chara = new SinbadCharacterController(Camera); TrayManager.ToggleAdvancedFrameStats(); var items = new List <string>(); items.Add("Help"); ParamsPanel help = TrayManager.CreateParamsPanel(TrayLocation.TopLeft, "HelpMessage", 100, items); help.SetParamValue("Help", " H / F1"); }
protected override void CleanupContent() { if ( this.chara != null ) { this.chara = null; } MeshManager.Instance.Remove( "floor" ); }
/// <summary> /// /// </summary> protected override void SetupContent() { // set background and some fog Viewport.BackgroundColor = new ColorEx( 1.0f, 1.0f, 0.8f ); SceneManager.SetFog( FogMode.Linear, new ColorEx( 1.0f, 1.0f, 1.0f ), 0, 15, 100 ); // set shadow properties SceneManager.ShadowTechnique = ShadowTechnique.TextureModulative; SceneManager.ShadowColor = new ColorEx( 0.5f, 0.5f, 0.5f ); SceneManager.ShadowTextureSize = 1024; SceneManager.ShadowTextureCount = 1; // disable default camera control so the character can do its own CameraManager.setStyle( CameraStyle.Manual ); // use a small amount of ambient lighting SceneManager.AmbientLight = new ColorEx( 0.3f, 0.3f, 0.3f ); // add a bright light above the scene Light light = SceneManager.CreateLight( "CharacterLight" ); light.Type = LightType.Point; light.Position = new Vector3( -10, 40, 20 ); light.Specular = ColorEx.White; MeshManager.Instance.CreatePlane( "floor", ResourceGroupManager.DefaultResourceGroupName, new Plane( Vector3.UnitY, 0 ), 100, 100, 10, 10, true, 1, 10, 10, Vector3.UnitZ ); // create a floor entity, give it a material, and place it at the origin Entity floor = SceneManager.CreateEntity( "Floor", "floor" ); floor.MaterialName = "Examples/Rockwall"; floor.CastShadows = false; SceneManager.RootSceneNode.AttachObject( floor ); // create our character controller this.chara = new SinbadCharacterController( Camera ); TrayManager.ToggleAdvancedFrameStats(); var items = new List<string>(); items.Add( "Help" ); ParamsPanel help = TrayManager.CreateParamsPanel( TrayLocation.TopLeft, "HelpMessage", 100, items ); help.SetParamValue( "Help", " H / F1" ); }