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>(); }
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(); }
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(); }
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(); }
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(); }