Ejemplo n.º 1
0
        public void CreateNebula(NebulaType type)
        {
            this.type = type;

            switch( type){
            case NebulaType.Cloudy:

                NebulaLayer layer = new NebulaLayer();
                layers.Add( layer);

                layer = new NebulaLayer();
                layers.Add( layer);

                RandomCloudyColor();
                RandomCloudy(Helper.GetRandomEnum<NebulaLayer.OverlayStyle>());

                break;

            case NebulaType.Veined:
                layer = new NebulaLayer();
                layers.Add( layer);

                layer = new NebulaLayer();
                layers.Add( layer);

                layer = new NebulaLayer();
                layers.Add( layer);

                RandomVeined();
                RandomVeinedColor();
                break;
            }
        }
Ejemplo n.º 2
0
 public StarSystem(NebulaType type, Boolean asteroids)
 {
     Asteroids = asteroids;
     Nebula    = type;
     Suns      = new List <Sun>();
     Planets   = new List <Planet>();
     Seed      = 0;
 }
Ejemplo n.º 3
0
 public Nebula()
 {
     type = NebulaType.Cloudy;
     name = "New Nebula";
     nebulaMode = NebulaMode.Color;
     layers = new List<NebulaLayer>();
     isWaitToDelte = false;
     inspectorShowProperties = false;
     power=1;
     enable = true;
 }
Ejemplo n.º 4
0
        private static NebulaType GetNebulaType()
        {
            NebulaType type = NebulaType.Argon;

            int t = Utility.RandomNumber(0, 2);

            switch (t)
            {
            case 0:
                type = NebulaType.DiamondDust;
                break;

            case 1:
                type = NebulaType.Argon;
                break;

            case 2:
                type = NebulaType.Xenon;
                break;
            }
            return(type);
        }
Ejemplo n.º 5
0
        public void PasteNebula( Nebula neb)
        {
            Type = neb.type;

            switch (Type){
            case NebulaType.Veined:

                // Variation
                layers[0].fractal.seed = neb.layers[0].fractal.seed;
                layers[1].fractal.seed = neb.layers[0].fractal.seed;
                layers[2].fractal.seed = neb.layers[2].fractal.seed;

                // Color
                layers[0].endColor = neb.layers[0].endColor;
                layers[1].endColor = neb.layers[1].endColor;

                // Power
                layers[0].fractal.zoom = neb.layers[0].fractal.zoom;
                layers[1].fractal.zoom = layers[0].fractal.zoom;
                power = neb.power;

                layers[2].fractal.zoom = neb.layers[2].fractal.zoom;
                layers[2].fractal.threshold = neb.layers[2].fractal.threshold;

                break;

            case NebulaType.Cloudy:

                layers[0].startColor = neb.layers[0].startColor;
                layers[0].endColor = neb.layers[0].endColor;

                layers[0].fractal.zoom = neb.layers[0].fractal.zoom;
                layers[0].fractal.seed = neb.layers[0].fractal.seed;
                layers[0].fractal.lacunarity = neb.layers[0].fractal.lacunarity;
                layers[0].fractal.frequency = neb.layers[0].fractal.frequency;
                layers[0].fractal.gain= neb.layers[0].fractal.gain;
                layers[0].fractal.offset= neb.layers[0].fractal.offset;
                layers[0].fractal.threshold= neb.layers[0].fractal.threshold;
                layers[0].fractal.power = neb.layers[0].fractal.power;

                layers[1].fractal.seed = neb.layers[1].fractal.seed;
                layers[1].fractal.lacunarity = neb.layers[1].fractal.lacunarity;
                layers[1].fractal.frequency = neb.layers[1].fractal.frequency;
                layers[1].fractal.gain = neb.layers[1].fractal.gain;

                layers[1].fractal.offset =  neb.layers[1].fractal.offset;
                layers[1].fractal.threshold = neb.layers[1].fractal.threshold;
                layers[1].fractal.power = neb.layers[1].fractal.power;

                layers[1].blend = neb.layers[1].blend;
                layers[1].overlay = neb.layers[1].overlay;
                layers[1].fractal.zoom = neb.layers[1].fractal.zoom;
                this.power = neb.power;
                layers[1].threshold = neb.layers[1].threshold;
                layers[1].fractal.threshold  = neb.layers[1].fractal.threshold;

                break;

            }
        }