Example #1
0
        public Scene3D(
            Game game,
            ICameraController cameraController,
            MapFile mapFile,
            Terrain.Terrain terrain,
            MapScriptCollection scripts,
            GameObjectCollection gameObjects,
            WaypointCollection waypoints,
            WaypointPathCollection waypointPaths,
            WorldLighting lighting)
        {
            Camera           = new CameraComponent(game);
            CameraController = cameraController;

            MapFile       = mapFile;
            Terrain       = terrain;
            Scripts       = scripts;
            GameObjects   = AddDisposable(gameObjects);
            Waypoints     = waypoints;
            WaypointPaths = waypointPaths;
            Lighting      = lighting;

            _cameraInputMessageHandler = new CameraInputMessageHandler();
            game.InputMessageBuffer.Handlers.Add(_cameraInputMessageHandler);
            AddDisposeAction(() => game.InputMessageBuffer.Handlers.Remove(_cameraInputMessageHandler));

            _particleSystemManager = AddDisposable(new ParticleSystemManager(game, this));

            _players = new List <Player>();
        }
Example #2
0
        internal Scene3D(Game game, MapFile mapFile)
            : this(game, () => game.Viewport, game.InputMessageBuffer, false)
        {
            var contentManager = game.ContentManager;

            _players = Player.FromMapData(mapFile.SidesList.Players, game.AssetStore).ToList();

            // TODO: This is completely wrong.
            LocalPlayer = _players.FirstOrDefault();

            _teams = (mapFile.SidesList.Teams ?? mapFile.Teams.Items)
                     .Select(team => Team.FromMapData(team, _players))
                     .ToList();

            MapFile    = mapFile;
            Terrain    = AddDisposable(new Terrain.Terrain(mapFile, game.AssetStore.LoadContext));
            WaterAreas = AddDisposable(new WaterAreaCollection(mapFile.PolygonTriggers, mapFile.StandingWaterAreas, mapFile.StandingWaveAreas, game.AssetStore.LoadContext));
            Navigation = new Navigation.Navigation(mapFile.BlendTileData, Terrain.HeightMap);

            Lighting = new WorldLighting(
                mapFile.GlobalLighting.LightingConfigurations.ToLightSettingsDictionary(),
                mapFile.GlobalLighting.Time);

            LoadObjects(
                game.AssetStore.LoadContext,
                game.CivilianPlayer,
                Terrain.HeightMap,
                mapFile.ObjectsList.Objects,
                MapFile.NamedCameras,
                _teams,
                out var waypoints,
                out var gameObjects,
                out var roads,
                out var bridges,
                out var cameras);

            Roads         = roads;
            Bridges       = bridges;
            GameObjects   = gameObjects;
            Waypoints     = waypoints;
            WaypointPaths = new WaypointPathCollection(waypoints, mapFile.WaypointsList.WaypointPaths);
            Cameras       = cameras;

            // TODO: Don't hardcode this.
            // Perhaps add one ScriptComponent for the neutral player,
            // and one for the active player.
            var scriptList = mapFile.GetPlayerScriptsList().ScriptLists[0];

            Scripts = new MapScriptCollection(scriptList);

            CameraController = new RtsCameraController(game.AssetStore.GameData.Current)
            {
                TerrainPosition = Terrain.HeightMap.GetPosition(
                    Terrain.HeightMap.Width / 2,
                    Terrain.HeightMap.Height / 2)
            };

            contentManager.GraphicsDevice.WaitForIdle();
        }
Example #3
0
        public Scene3D(
            Game game,
            InputMessageBuffer inputMessageBuffer,
            Func <Viewport> getViewport,
            ICameraController cameraController,
            MapFile mapFile,
            Terrain.Terrain terrain,
            Terrain.WaterArea[] waterAreas,
            Terrain.Road[] roads,
            Terrain.Bridge[] bridges,
            MapScriptCollection scripts,
            GameObjectCollection gameObjects,
            WaypointCollection waypoints,
            WaypointPathCollection waypointPaths,
            WorldLighting lighting,
            Player[] players,
            Team[] teams,
            bool isDiagnosticScene = false)
        {
            Camera           = new Camera(getViewport);
            CameraController = cameraController;

            MapFile       = mapFile;
            Terrain       = terrain;
            WaterAreas    = waterAreas;
            Roads         = roads;
            Bridges       = bridges;
            Scripts       = scripts;
            GameObjects   = AddDisposable(gameObjects);
            Waypoints     = waypoints;
            WaypointPaths = waypointPaths;
            Lighting      = lighting;

            SelectionGui = new SelectionGui();

            RegisterInputHandler(_cameraInputMessageHandler = new CameraInputMessageHandler(), inputMessageBuffer);

            DebugOverlay = new DebugOverlay(this, game.ContentManager);

            if (!isDiagnosticScene)
            {
                RegisterInputHandler(_selectionMessageHandler    = new SelectionMessageHandler(game.Selection), inputMessageBuffer);
                RegisterInputHandler(_orderGeneratorInputHandler = new OrderGeneratorInputHandler(game.OrderGenerator), inputMessageBuffer);
                RegisterInputHandler(_debugMessageHandler        = new DebugMessageHandler(DebugOverlay), inputMessageBuffer);
            }

            _particleSystemManager = AddDisposable(new ParticleSystemManager(this));

            _players = players.ToList();
            _teams   = teams.ToList();
            // TODO: This is completely wrong.
            LocalPlayer = _players.FirstOrDefault();
        }
Example #4
0
        public Scene3D(
            Game game,
            ICameraController cameraController,
            MapFile mapFile,
            Terrain.Terrain terrain,
            Terrain.WaterArea[] waterAreas,
            Terrain.Road[] roads,
            Terrain.Bridge[] bridges,
            MapScriptCollection scripts,
            GameObjectCollection gameObjects,
            WaypointCollection waypoints,
            WaypointPathCollection waypointPaths,
            WorldLighting lighting,
            Player[] players,
            Team[] teams)
        {
            Camera           = new Camera(() => game.Viewport);
            CameraController = cameraController;

            MapFile       = mapFile;
            Terrain       = terrain;
            WaterAreas    = waterAreas;
            Roads         = roads;
            Bridges       = bridges;
            Scripts       = scripts;
            GameObjects   = AddDisposable(gameObjects);
            Waypoints     = waypoints;
            WaypointPaths = waypointPaths;
            Lighting      = lighting;

            SelectionGui             = new SelectionGui();
            _selectionMessageHandler = new SelectionMessageHandler(game.Selection);
            game.InputMessageBuffer.Handlers.Add(_selectionMessageHandler);
            AddDisposeAction(() => game.InputMessageBuffer.Handlers.Remove(_selectionMessageHandler));

            _cameraInputMessageHandler = new CameraInputMessageHandler();
            game.InputMessageBuffer.Handlers.Add(_cameraInputMessageHandler);
            AddDisposeAction(() => game.InputMessageBuffer.Handlers.Remove(_cameraInputMessageHandler));

            DebugOverlay         = new DebugOverlay(this, game.ContentManager);
            _debugMessageHandler = new DebugMessageHandler(DebugOverlay);
            game.InputMessageBuffer.Handlers.Add(_debugMessageHandler);
            AddDisposeAction(() => game.InputMessageBuffer.Handlers.Remove(_debugMessageHandler));

            _particleSystemManager = AddDisposable(new ParticleSystemManager(game, this));

            _players = players.ToList();
            _teams   = teams.ToList();
            // TODO: This is completely wrong.
            LocalPlayer = _players.FirstOrDefault();
        }
Example #5
0
        public Scene3D(
            Game game,
            ICameraController cameraController,
            MapFile mapFile,
            Terrain.Terrain terrain,
            MapScriptCollection scripts,
            GameObjectCollection gameObjects,
            WaypointCollection waypoints,
            WaypointPathCollection waypointPaths,
            WorldLighting lighting,
            Player[] players,
            Team[] teams)
        {
            Camera           = new CameraComponent(game);
            CameraController = cameraController;

            MapFile       = mapFile;
            Terrain       = terrain;
            Scripts       = scripts;
            GameObjects   = AddDisposable(gameObjects);
            Waypoints     = waypoints;
            WaypointPaths = waypointPaths;
            Lighting      = lighting;

            SelectionGui             = new SelectionGui();
            _selectionMessageHandler = new SelectionMessageHandler(game.Selection);
            game.InputMessageBuffer.Handlers.Add(_selectionMessageHandler);
            AddDisposeAction(() => game.InputMessageBuffer.Handlers.Remove(_selectionMessageHandler));

            _cameraInputMessageHandler = new CameraInputMessageHandler();
            game.InputMessageBuffer.Handlers.Add(_cameraInputMessageHandler);
            AddDisposeAction(() => game.InputMessageBuffer.Handlers.Remove(_cameraInputMessageHandler));

            _particleSystemManager = AddDisposable(new ParticleSystemManager(game, this));

            _players = players.ToList();
            _teams   = teams.ToList();
            // TODO: This is completely wrong.
            LocalPlayer = _players.FirstOrDefault();
        }