Example #1
0
 public static void PopulateLayers(ref Layer3D[] layers)
 {
     if (layers != null)
     {
         foreach (var layer in layers)
         {
             layer?.Dispose();
         }
     }
     layers = new Layer3D[]
     {
         new Layer3D()
         {
             Name           = "Background",
             ZPos           = 4,
             Depth          = 4,
             RenderFunction = () =>
             {
                 Rendering.DrawBlack();
                 Rendering.DrawBackgroundWater();
                 Rendering.DrawSceneBackground();
                 Rendering.DrawWalls();
             }
         },
         // Solid tiles
         new Layer3D()
         {
             Name           = "Solid Tiles",
             Depth          = 32,
             InputPlane     = Layer3D.InputPlaneType.SolidTiles,
             RenderFunction = () =>
             {
                 Rendering.DrawSolidTiles();
                 //Rendering.PostDrawTiles();
             }
         },
         // Non Solid tiles
         new Layer3D()
         {
             Name           = "Non Solid Tiles",
             Depth          = 8,
             InputPlane     = Layer3D.InputPlaneType.NoneSolidTiles,
             RenderFunction = () =>
             {
                 Rendering.DrawNonSolidTiles();
                 Rendering.DrawWaterFalls();
             }
         },
         //Player
         new Layer3D()
         {
             Name           = "Characters",
             ZPos           = -18,
             Depth          = 6,
             NoiseAmount    = 0,
             RenderFunction = () =>
             {
                 Rendering.DrawMoonMoon();
                 Rendering.DrawNPCsBehindTiles();
                 Rendering.SortDrawCacheWorm();
                 Rendering.DrawWallOfFlesh();
                 Rendering.DrawNPCsBehindNonSoldTiles();
                 Rendering.DrawNPCsInfrontOfTiles();
                 Rendering.DrawPlayers();
                 Rendering.DrawNPCsOverPlayer();
             }
         },
         // Proj
         new Layer3D()
         {
             Name           = "Projectiles",
             ZPos           = -20,
             Depth          = 2,
             NoiseAmount    = 0,
             RenderFunction = () =>
             {
                 Rendering.DrawProjsBehindNPCsAndTiles();
                 Rendering.DrawProjsBehindNPCs();
                 Rendering.DrawProjsBehindProjectiles();
                 Rendering.DrawProjectiles();
                 Rendering.DrawInfernoRings();
                 Rendering.DrawProjsOverWireUI();
                 Rendering.DrawNPCProjectiles();
             }
         },
         // Items Gore
         new Layer3D()
         {
             Name           = "Gore - Weather - Items",
             ZPos           = -12,
             Depth          = 6,
             NoiseAmount    = 0,
             RenderFunction = () =>
             {
                 Rendering.DrawGoreBehind();
                 Rendering.DrawGore();
                 Rendering.DrawDust();
                 Rendering.DrawRain();
                 Rendering.DrawSandstorm();
                 Rendering.DrawMoonLordDeath();
                 Rendering.DrawMoonlordDeathFront();
                 Rendering.DrawItems();
             }
         },
         new Layer3D()
         {
             Name           = "Water Foreground",
             Depth          = 32,
             RenderFunction = () =>
             {
                 Rendering.DrawForegroundWater();
             }
         },
         new Layer3D()
         {
             Name           = "Wires - UI",
             ZPos           = -32,
             Depth          = 4,
             RenderFunction = () =>
             {
                 Rendering.DrawWires();
                 Rendering.DrawHitTileAnimation();
                 Rendering.DrawItemText();
                 Rendering.DrawCombatText();
                 Rendering.DrawChatOverPlayerHeads();
                 InterfaceRendering.RenderGameInterfaces();
             }
         }
     };
 }