public BackgroundLayer2D(World2D world2D, IObject2DFactory factory, BackgroundLayer layer) : base(world2D, factory, layer) { this.Area = (factory as BackgroundLayer2DFactory).Area; this.nameToTiles = new Dictionary <string, TileBackgoundObject2D>(); }
private void TryApplyDefaultBackgroudLayer(bool isUseDefaultBackgroudLayer) { if (!isUseDefaultBackgroudLayer) { return; } string fname = AppDomain.CurrentDomain.BaseDirectory + @"数据引用\基础矢量\矢量模版\海陆模版.shp"; if (!File.Exists(fname)) { Console.WriteLine("文件\"" + fname + "\"未找到,无法应用默认背景。"); return; } IBackgroundLayer lyr = null; if (_interestRegions == null || _interestRegions.Length == 0) { lyr = new BackgroundLayer(fname); } else { lyr = new BackgroundLayer(fname, _interestRegions); } (lyr as BackgroundLayer).LandColor = _landColor; (lyr as BackgroundLayer).SeaColor = _seaColor; _canvasHost.Canvas.LayerContainer.Layers.Add(lyr); }
private void InitBackground(BackgroundLayer layer) { GameObject gameObjRef = layer.gameObjRef; GameObject gameObject1, gameObject2; gameObject1 = Instantiate(gameObjRef, Vector3.up * layer.yPos, Quaternion.identity); gameObject1.transform.SetParent(this.transform); gameObject1.GetComponent <ScrollingObject>().scrollRatio = layer.scrollSpeedRatio; gameObject1.GetComponent <ScrollingObject>().row = layer.row; //layer.width = gameObject1.GetComponent<BoxCollider2D>().size.x; //layer.height = gameObject1.GetComponent<BoxCollider2D>().size.y; if (layer.row == 0) { Utils.backgroundSize.x = layer.GetWidth(); // gameObject1.GetComponent<BoxCollider2D>().size.x; Utils.backgroundSize.y = layer.GetHeight(); // gameObject1.GetComponent<BoxCollider2D>().size.y; } Vector3 pos = Vector3.right * layer.GetWidth() + Vector3.up * layer.yPos; gameObject2 = Instantiate(gameObjRef, pos, Quaternion.identity); gameObject2.transform.SetParent(this.transform); gameObject2.transform.Rotate(Vector3.up * 180f); gameObject2.GetComponent <ScrollingObject>().scrollRatio = layer.scrollSpeedRatio; gameObject2.GetComponent <ScrollingObject>().row = layer.row; }
private static ICssValue CreateLayers(CssListValue image, CssListValue attachment, CssListValue clip, CssListValue positionX, CssListValue positionY, CssListValue origin, CssListValue repeatX, CssListValue repeatY, CssListValue size) { if (image != null) { var layers = new ICssValue[image.Items.Length]; for (var i = 0; i < image.Items.Length; i++) { var px = GetValue(positionX, i); var py = GetValue(positionY, i); var rx = GetValue(repeatX, i); var ry = GetValue(repeatY, i); layers[i] = new BackgroundLayer { Attachment = GetValue(attachment, i), Clip = GetValue(clip, i), Origin = GetValue(origin, i), Position = px == null && py == null ? new Nullable <Point>() : new Point(px as Length? ?? Length.Zero, py as Length? ?? Length.Zero), Repeat = rx == null && ry == null ? new Nullable <ImageRepeats>() : new ImageRepeats(rx, ry), Size = GetValue(size, i), Source = image.Items[i], }; } return(new CssListValue(layers)); } return(null); }
public override void VisitStart(World world) { base.VisitStart(world); CJMenuLayer startPage = new CJMenuLayer(); BackgroundLayer background = new BackgroundLayer(); //EntityLayer entityLayer = new EntityLayer(); BoardGameLayer boardGameLayer = new BoardGameLayer(); boardGameLayer.ParentLayer = background; BoardPlayerLayer boardPlayerLayer = new BoardPlayerLayer(); BoardPlayerLayer boardOpponentLayer = new BoardPlayerLayer(); BoardNotifLayer boardNotifLayer = new BoardNotifLayer(); BoardBannerLayer bannerLayer = new BoardBannerLayer(); world.InitializeWorld(new List <Tuple <string, ALayer> >() { new Tuple <string, ALayer>("startPage", startPage), new Tuple <string, ALayer>("VsO7nJK", background), new Tuple <string, ALayer>("gameLayer", boardGameLayer), new Tuple <string, ALayer>("playerLayer", boardPlayerLayer), new Tuple <string, ALayer>("opponentLayer", boardOpponentLayer), new Tuple <string, ALayer>("notifLayer", boardNotifLayer), new Tuple <string, ALayer>("bannerLayer", bannerLayer) }); this.nextLevelNodeName = "StartPageLevel"; this.UpdateCurrentLevelNode(world); }
public ParallaxBackground(int numberOfLayers, string[] layerImageNames, float[] scrollFactors) { layers = new BackgroundLayer[numberOfLayers]; for (int i = 0; i < numberOfLayers; i++) layers[i] = new BackgroundLayer(layerImageNames[i], scrollFactors[i]); RenderLayer = -(layerImageNames.Length + 1); }
private void WpfMap_Loaded(object sender, RoutedEventArgs e) { wpfMap1.MapUnit = GeographyUnit.DecimalDegree; wpfMap1.CurrentExtent = new RectangleShape(-155.733, 95.60, 104.42, -81.9); LayerOverlay worldOverlay = new LayerOverlay(); wpfMap1.Overlays.Add("WorldOverlay", worldOverlay); BackgroundLayer backgroundLayer = new BackgroundLayer(new GeoSolidBrush(GeoColor.GeographicColors.ShallowOcean)); worldOverlay.Layers.Add(backgroundLayer); ShapeFileFeatureLayer worldLayer = new ShapeFileFeatureLayer(@"..\..\SampleData\Data\Countries02.shp"); worldLayer.ZoomLevelSet.ZoomLevel01.DefaultAreaStyle = AreaStyles.Country1; worldLayer.ZoomLevelSet.ZoomLevel01.ApplyUntilZoomLevel = ApplyUntilZoomLevel.Level20; worldOverlay.Layers.Add("WorldLayer", worldLayer); // If you want to use file cache which saves images to the disk; // When loading back the same tile, we'll find from the disk first. // Turn the cache on enhance the performance a lot; // if your map image is static, we recommend to turn the cache on. // It's off by default. FileBitmapTileCache bitmapTileCache = new FileBitmapTileCache(); bitmapTileCache.CacheDirectory = @"..\..\SampleData\Data\SampleCacheTiles"; bitmapTileCache.CacheId = "World02CachedTiles"; bitmapTileCache.TileAccessMode = TileAccessMode.ReadOnly; bitmapTileCache.ImageFormat = TileImageFormat.Png; worldOverlay.TileCache = bitmapTileCache; worldOverlay.TransitionEffect = TransitionEffect.None; wpfMap1.Refresh(); }
public override void Execute() { ICanvasViewer cv = _smartSession.SmartWindowManager.ActiveCanvasViewer; if (cv == null) { return; } ILayer layer = cv.Canvas.LayerContainer.GetByName("海陆背景"); if (layer != null) { return; } string fname = AppDomain.CurrentDomain.BaseDirectory + @"数据引用\基础矢量\矢量模版\海陆模版.shp"; if (!File.Exists(fname)) { Console.WriteLine("文件\"" + fname + "\"未找到,无法应用默认背景。"); return; } IBackgroundLayer lyr = new BackgroundLayer(fname); cv.Canvas.LayerContainer.Layers.Add(lyr); cv.Canvas.Refresh(enumRefreshType.All); }
private void FrmSecondDMain_FormClosing(object sender, FormClosingEventArgs e) { try { if (MsgBox.ShowQuestion("确定退出当前系统?") != DialogResult.Yes) { e.Cancel = true; return; } string RemeberFilePath = AppDomain.CurrentDomain.SetupInformation.ApplicationBase + "\\SkinFile.txt"; if (File.Exists(RemeberFilePath)) { File.Delete(RemeberFilePath); } File.AppendAllText(RemeberFilePath, UserLookAndFeel.Default.ActiveSkinName); string path = AppDomain.CurrentDomain.SetupInformation.ApplicationBase + "\\StorageColor.txt"; BackgroundLayer layer = m_canvas.Model.BackgroundLayer as BackgroundLayer; Color BackGroundColor = layer.Color; Hashtable hs = new Hashtable(); hs["BackGroundColor"] = BackGroundColor.R + "," + BackGroundColor.G + "," + BackGroundColor.B; XMLClass.AppendXML(path, "StorageColor", hs); } catch (Exception ex) { MsgBox.ShowError(ex.Message); } }
private void btnOption_ItemClick(object sender, DevExpress.XtraBars.ItemClickEventArgs e) { try { BackgroundLayer layer = m_canvas.Model.BackgroundLayer as BackgroundLayer; GridLayer Grid = m_canvas.Model.GridLayer as GridLayer; DrawingLayer Drw = m_canvas.Model.ActiveLayer as DrawingLayer; Color nullStorageColor = m_canvas.Model.NullStorageColor; Color emptyShelfStorageColor = m_canvas.Model.EmptyShelfStorageColor; Color fullShelfStorageColor = m_canvas.Model.FillShelfStorageColor; if (layer != null && Grid != null && Drw != null) { using (FrmOption frm = new FrmOption(Grid.Enabled, Grid.GridStyle, Grid.Color, layer.Color, Drw.Color, nullStorageColor, emptyShelfStorageColor, fullShelfStorageColor, Drw.Width)) { if (frm.ShowDialog() == DialogResult.OK) { Grid.Enabled = frm.GridEnable; Grid.GridStyle = frm.GridStyle; Grid.Color = frm.GridColor; layer.Color = frm.BackGroudColor; Drw.Color = frm.PenColor; Drw.Width = frm.PenWidth; m_canvas.Model.NullStorageColor = frm.NullStorageColor; m_canvas.Model.EmptyShelfStorageColor = frm.EmptyShelfStorageColor; m_canvas.Model.FillShelfStorageColor = frm.FullShelfStorageColor; m_canvas.DoInvalidate(true); } } } } catch (Exception ex) { MsgBox.ShowError(ex.Message); } }
/// <summary> /// Disposes the map object /// </summary> public void Dispose() { _disposing = true; AbortFetch(); if (DisposeLayersOnDispose) { if (Layers != null) { foreach (var disposable in Layers.OfType <IDisposable>()) { disposable.Dispose(); } } if (BackgroundLayer != null) { foreach (var disposable in BackgroundLayer.OfType <IDisposable>()) { disposable.Dispose(); } } } Layers?.Clear(); BackgroundLayer?.Clear(); }
private void MapView_Loaded(object sender, RoutedEventArgs e) { mapView.MapUnit = GeographyUnit.Meter; mapView.ZoomLevelSet = new ThinkGeoCloudMapsZoomLevelSet(); mapView.CurrentExtent = new RectangleShape(-17336118, 20037508, 11623981, -16888303); LayerOverlay worldOverlay = new LayerOverlay(); mapView.Overlays.Add("WorldOverlay", worldOverlay); BackgroundLayer backgroundLayer = new BackgroundLayer(new GeoSolidBrush(GeoColors.DeepOcean)); worldOverlay.Layers.Add(backgroundLayer); ShapeFileFeatureLayer worldLayer = new ShapeFileFeatureLayer(SampleHelper.Get("Countries02_3857.shp")); worldLayer.ZoomLevelSet.ZoomLevel01.DefaultAreaStyle = AreaStyle.CreateSimpleAreaStyle(GeoColor.FromArgb(255, 233, 232, 214), GeoColor.FromArgb(255, 118, 138, 69)); worldLayer.ZoomLevelSet.ZoomLevel01.ApplyUntilZoomLevel = ApplyUntilZoomLevel.Level20; worldOverlay.Layers.Add("WorldLayer", worldLayer); // If you want to use file cache which saves images to the disk; // When loading back the same tileView, we'll find from the disk first. // Turn the cache on enhance the performance a lot; // if your map image is static, we recommend to turn the cache on. // It's off by default. FileRasterTileCache bitmapTileCache = new FileRasterTileCache(); bitmapTileCache.CacheDirectory = Path.Combine(Path.GetTempPath(), "ThinkGeo", "TileCaches", "UsingTileCache-Wpf"); bitmapTileCache.CacheId = "World02CachedTiles"; bitmapTileCache.TileAccessMode = TileAccessMode.ReadOnly; bitmapTileCache.ImageFormat = RasterTileFormat.Png; worldOverlay.TileCache = bitmapTileCache; mapView.Refresh(); }
private void LoadDatas() { foreach (var bl in BackgroundLayer.ToList().OfType <Layer>()) { if (bl.IsLayerVisible(this)) { bl.LoadDatas(this); } else { bl.CleanupRendering(); } } foreach (var l in Layers.ToList().OfType <Layer>()) { if (l.IsLayerVisible(this)) { l.LoadDatas(this); } else { l.CleanupRendering(); } } }
/// <summary> /// Returns a cloned copy of this map-object. /// Layers are not cloned. The same instances are referenced from the cloned copy as from the original. /// The property <see cref="DisposeLayersOnDispose"/> is however false on this object (which prevents layers beeing disposed and then not usable from the original map) /// </summary> /// <returns>Instance of <see cref="Map"/></returns> public Map Clone() { Map clone = null; lock (MapTransform) { clone = new Map() { BackColor = BackColor, Disclaimer = Disclaimer, DisclaimerLocation = DisclaimerLocation, MaximumZoom = MaximumZoom, MinimumZoom = MinimumZoom, PixelAspectRatio = PixelAspectRatio, Zoom = Zoom, DisposeLayersOnDispose = false }; if (DisclaimerFont != null) { clone.DisclaimerFont = (Font)DisclaimerFont.Clone(); } if (MapTransform != null) { clone.MapTransform = MapTransform.Clone(); } if (Size != null) { clone.Size = new Size(Size.Width, Size.Height); } if (Center != null) { clone.Center = Center.Clone(); } } if (clone != null) { if (BackgroundLayer != null) { clone.BackgroundLayer.AddCollection(BackgroundLayer.Clone()); } for (int i = 0; i < Decorations.Count; i++) { clone.Decorations.Add(Decorations[i]); } if (Layers != null) { clone.Layers.AddCollection(Layers.Clone()); } if (VariableLayers != null) { clone.VariableLayers.AddCollection(VariableLayers.Clone()); } } return(clone); }
public BackgroundTester() { _background = new BackgroundLayer(); AddChild(_background); DeclareTappable(this); Up += BackgroundTester_Up; }
public ParallaxBackground(int numberOfLayers, string[] layerImageNames, float[] scrollFactors) { layers = new BackgroundLayer[numberOfLayers]; for (int i = 0; i < numberOfLayers; i++) { layers[i] = new BackgroundLayer(layerImageNames[i], scrollFactors[i]); } RenderLayer = -(layerImageNames.Length + 1); }
/// <summary> /// Adds a Background Layer to this background. /// </summary> /// <param name="layer"></param> public void AddLayer(BackgroundLayer layer) { if (_layers.Contains(layer)) { return; } _layers.Add(layer); layer.Background = this; }
public virtual void Draw(GameTime gameTime, SpriteBatch spriteBatch) { if (Visible) { BackgroundLayer.Draw(gameTime, spriteBatch); ForegroundLayer.Draw(gameTime, spriteBatch); UILayer.Draw(gameTime, spriteBatch); } }
private void button27_Click(object sender, EventArgs e) { _canvas.CanvasSetting.RenderSetting.BackColor = Color.FromArgb(180, 198, 212); string fname = @"F:\产品与项目\MAS-II\SMART0718\SMART\【控制】UI框架(通用)\demo\bin\Release\数据引用\基础矢量\矢量模版\海陆模版.shp"; BackgroundLayer lyr = new BackgroundLayer(fname); _canvas.LayerContainer.Layers.Add(lyr); _canvas.Refresh(enumRefreshType.All); }
public LoadingScene(Action timeoutCallback = null, int timeout = 10) : base(AppDelegate.SharedWindow) { var bg = new BackgroundLayer(@"pic\1.png"); AddChild(bg); var ui = new LoadingUiLayer(timeoutCallback, timeout); AddChild(ui); }
public CampScene() : base(AppDelegate.SharedWindow) { var bg = new BackgroundLayer(@"pic\1.png"); AddChild(bg); var ui = new CampUiLayer(); AddChild(ui); }
/// <summary> /// Adds a new layer to the LayeredLevelBackground. /// </summary> /// <param name="layer">The background</param> /// <param name="layerDepth">Defines the layer depth of the background layer. 0 is the foremost layer depth.</param> /// <param name="scrollSpeedModifier">0 for static background or no scrolling, 1 if you want the background to "follow camera"</param> public void AddLayer(LevelBackground layer, int layerDepth, Vector2 parallax) { BackgroundLayer bgLayer = new BackgroundLayer(); bgLayer.background = layer; bgLayer.layerDepth = layerDepth; bgLayer.parallax = parallax; layers.Add(bgLayer); }
/// <summary> /// Draws all visible backgrounds in a given layer that are a part of this collection using the given palette information. /// </summary> /// <param name="layer">The layer of backgrounds to draw.</param> /// <param name="palettefx">The palette information used in drawing.</param> public void Draw(BackgroundLayer layer, Combat.PaletteFx palettefx) { foreach (var background in this) { if (background.Layer == layer && background.IsVisible) { background.Draw(palettefx); } } }
public FollowerListScene() : base(AppDelegate.SharedWindow) { var bg = new BackgroundLayer(@"pic\1.png"); AddChild(bg); var ui = new FollowerListUiLayer(); AddChild(ui); }
public void Draw(BackgroundLayer layer) { var shift = new Point(Mugen.ScreenSize.X / 2 - Engine.Camera.Location.X, 0 - Engine.Camera.Location.Y); Engine.GetSubSystem <Video.VideoSystem>().CameraShift += shift; Backgrounds.Draw(layer, PaletteFx); Engine.GetSubSystem <Video.VideoSystem>().CameraShift -= shift; }
public IImage RenderImage(ILUT lut) { var img = BackgroundLayer.RenderImage(lut); if (_layers.Count > 1) { img.DrawGraphics(_layers.Skip(1)); } return(img); }
public override IObject2D CreateObject2D(World2D world2D, IObject obj) { if (obj is BackgroundLayer) { BackgroundLayer backgroundLayer = obj as BackgroundLayer; return(new BackgroundLayer2D(world2D, this, backgroundLayer)); } return(null); }
public virtual void Update(GameTime gameTime) { if (Visible) { BackgroundLayer.Update(gameTime); ForegroundLayer.Update(gameTime); UILayer.Update(gameTime); AnimationManager.Update(gameTime); } }
private void CreateLayers() { backgroundLayer = new BackgroundLayer(); AddLayer(backgroundLayer); gameplayLayer = new CCLayer(); AddLayer(gameplayLayer); hudLayer = new CCLayer(); AddLayer(hudLayer); }
public void AddEntity(Entity entity, BackgroundLayer layer, bool isPointGravity = false) { entity.Level = this; this.entities.Add(entity); layer.AddSprite(entity); if (isPointGravity) { gravitycontroller.AddBody(entity.Body); } entity.Body.OnCollision += Body_OnCollision; }
public GameScene(CCWindow window) : base(window) { var backgroundLayer = new BackgroundLayer(); var hudLayer = new HudLayer(); var gameplayLayer = new GameplayLayer(hudLayer.ScoreBox); var foregraundLayer = new ForegroundLayer(); AddChild(backgroundLayer); AddChild(gameplayLayer); AddChild(foregraundLayer); AddChild(hudLayer); }
private void TryApplyDefaultBackgroudLayer() { string fname = AppDomain.CurrentDomain.BaseDirectory + @"数据引用\基础矢量\矢量模版\海陆模版.shp"; if (!File.Exists(fname)) { Console.WriteLine("文件\"" + fname + "\"未找到,无法应用默认背景。"); return; } IBackgroundLayer lyr = new BackgroundLayer(fname); this.canvasHost1.Canvas.LayerContainer.Layers.Add(lyr); }
private void InitCanvas(string filename, bool IsNew) { if (!IsNew) { try { AGVDAccess.AGVClientDAccess.GetPlanSet(); string tempFile = AppDomain.CurrentDomain.SetupInformation.ApplicationBase + "\\temSet.agv"; if (File.Exists(tempFile)) { filename = tempFile; } } catch (Exception ex) { MsgBox.ShowError(ex.Message); } } try { m_data = new DataModel(); if (filename.Length > 0 && File.Exists(filename) && m_data.Load(filename, null)) { m_filename = filename; } m_canvas = new CanvasCtrller(this, m_data); m_canvas.Dock = DockStyle.Fill; pclMain.Controls.Clear(); pclMain.Controls.Add(m_canvas); m_canvas.SetCenter(new UnitPoint(0, 0)); m_canvas.IsChooseSpecial = false; string storageColorPath = AppDomain.CurrentDomain.SetupInformation.ApplicationBase + "\\StorageColor.txt"; //加载记忆画布背景颜色 if (File.Exists(storageColorPath)) { Hashtable hs = XMLClass.GetXMLByParentNode(storageColorPath, "StorageColor"); if (hs["BackGroundColor"] != null && !string.IsNullOrEmpty(hs["BackGroundColor"].ToString())) { string[] bgColor = hs["BackGroundColor"].ToString().Split(','); Color BackGroundColor = Color.FromArgb(Convert.ToInt16(bgColor[0]), Convert.ToInt16(bgColor[1]), Convert.ToInt16(bgColor[2])); if (m_canvas != null) { BackgroundLayer layer = m_canvas.Model.BackgroundLayer as BackgroundLayer; layer.Color = BackGroundColor; } } } } catch (Exception ex) { MsgBox.ShowError(ex.Message); } }
private void WpfMap_Loaded(object sender, RoutedEventArgs e) { wpfMap1.MapUnit = GeographyUnit.DecimalDegree; wpfMap1.CurrentExtent = new RectangleShape(-155.733, 95.60, 104.42, -81.9); BackgroundLayer backgroundLayer = new BackgroundLayer(new GeoSolidBrush(GeoColor.GeographicColors.ShallowOcean)); ShapeFileFeatureLayer worldLayer = new ShapeFileFeatureLayer(@"..\..\SampleData\Data\Countries02.shp"); worldLayer.ZoomLevelSet.ZoomLevel01.DefaultAreaStyle = AreaStyles.Country1; worldLayer.ZoomLevelSet.ZoomLevel01.ApplyUntilZoomLevel = ApplyUntilZoomLevel.Level20; LayerOverlay worldOverlay = new LayerOverlay(); worldOverlay.Layers.Add(backgroundLayer); worldOverlay.Layers.Add(worldLayer); wpfMap1.Overlays.Add(worldOverlay); wpfMap1.Refresh(); }
public void CrossFade(string fadeLayer1, string fadeLayer2, float duration) { float startTime = Time.time; float endTime = startTime + duration; int x = 0; foreach (BackgroundLayer bl in audioLayers) { if (bl.name == fadeLayer1) { layer1 = bl; x++; } else if (bl.name == fadeLayer2) { layer2 = bl; x++; } } if (x == 2) { layer2.source.volume = 0; layer2.source.clip = layer2.clip; layer2.source.Play(); float t = Time.time; while (t < endTime) { float i = (t - startTime) / duration; ////debug.log(i); layer1.source.volume = (1 - i); layer2.source.volume = i; t = t + Time.deltaTime; } layer1.source.Stop(); } else { //debug.log("One of the layers was not found"); } }
public void Draw(BackgroundLayer layer) { Point shift = new Point(Mugen.ScreenSize.X / 2 - Engine.Camera.Location.X, 0 - Engine.Camera.Location.Y); Engine.GetSubSystem<Video.VideoSystem>().CameraShift += shift; Backgrounds.Draw(layer, PaletteFx); Engine.GetSubSystem<Video.VideoSystem>().CameraShift -= shift; }
/// <summary> /// Initialize needs to be called after adding all the layers. /// </summary> public void Initialize() { layersInDrawingOrder = new BackgroundLayer[layers.Count]; int layerDepthCounter = 0; int indexCounter = 0; while (layers.Count > 0) { for (int i = 0; i < layers.Count; i++) { if (layers[i].layerDepth == layerDepthCounter) { layersInDrawingOrder[indexCounter] = layers[i]; indexCounter++; layers.RemoveAt(i); } } layerDepthCounter++; } BackgroundLayer[] tempArray = new BackgroundLayer[layersInDrawingOrder.Length]; indexCounter = 0; for(int i = layersInDrawingOrder.Length - 1; i > -1; i--) { tempArray[indexCounter] = layersInDrawingOrder[i]; tempArray[indexCounter].position = Vector2.Zero; indexCounter++; } layersInDrawingOrder = tempArray; }
public void CopyToLayer(BackgroundLayer layer) { layer.Color = m_color; }
public void CopyFromLayer(BackgroundLayer layer) { m_color = layer.Color; }
/// <summary> /// Draws all visible backgrounds in a given layer that are a part of this collection using the given palette information. /// </summary> /// <param name="layer">The layer of backgrounds to draw.</param> /// <param name="palettefx">The palette information used in drawing.</param> public void Draw(BackgroundLayer layer, Combat.PaletteFx palettefx) { foreach (Backgrounds.Base background in this) { if (background.Layer == layer && background.IsVisible == true) background.Draw(palettefx); } }