/// <summary> /// Loads the given filename into a scene and returns it. /// </summary> /// <param name="filename">The filename of the scene</param> /// <param name="loadMaterials">Should load materials</param> /// <remarks>If false is passed to load materials they are not loaded from the content manager into the texture object. This is for the editor</remarks> public static IceScene LoadScene(string filename, bool loadMaterials) { if (!filename.EndsWith(".icescene")) { filename += ".icescene"; } string _filename = Path.GetFullPath(filename); if (!File.Exists(_filename)) { throw new FileNotFoundException("File Not Found: " + filename); } IceScene scene = Serialization.SceneSerializer.DeSerializeScene(filename, GlobalDataHolder.ContentFolderPath); scene.WillRenderNotActive = false; Scenes.Add(scene); if (_activeScene == null) { _activeScene = scene; } if (loadMaterials == true) { InitializeScene(scene); } scene.Enabled = true; scene.WillRenderNotActive = true; return(scene); }
public void AddScene(RName name, SceneGraph.GSceneGraph sg) { lock (Scenes) { Scenes.Add(name, sg); } }
protected override void Initialize() { base.Initialize(); Screen.SetSize((int)(1920 * 0.75), (int)(1080 * 0.75), false); for (int i = 0; i < 4; ++i) { Inputs.Add(new XBoxController(i)); } for (int i = 0; i < 8; ++i) { Inputs.Add(new JoyConController(i)); } for (int i = 0; i < 16; ++i) { Inputs.Add(new WebController(i)); } Inputs.Add(new KeyboardController()); MainScene = new MainScene(this); Scenes.Add("Main", MainScene); Scenes.Show("Main"); #if !DEBUG Screen.ToggleFullscreen(); #endif }
public void AddScene(Type sceneType) { ConstructorInfo constructorInfo = sceneType.GetConstructor(new Type[] { typeof(IContext) }); IScene scene; object[] constructorParams = new object[] { }; if (constructorInfo != null) { constructorParams = new object[] { _context }; } else if ((constructorInfo = sceneType.GetConstructor(new Type[] { typeof(IContext), typeof(EntityManager) })) != null) { EntityManager entityManager = new EntityManager(); constructorParams = new object[] { _context, entityManager }; } else if ((constructorInfo = sceneType.GetConstructor(new Type[] { typeof(IContext), typeof(EntityManager), typeof(IMovementManager) })) != null) { EntityManager entityManager = new EntityManager(); IMovementManager movementManager = new MovementManager(entityManager); constructorParams = new object[] { _context, entityManager, movementManager }; } else { constructorInfo = sceneType.GetConstructors()[0]; } scene = constructorInfo.Invoke(constructorParams) as IScene; scene.Setup(); Scenes.Add(scene.SceneId, scene); }
private void RegisterGameSpecificPrefabs(Scene scene, LoadSceneMode mode) { if (Scenes.ContainsKey(scene.name)) { return; } Scenes.Add(scene.name, scene); var rgx = new Regex(@"(\(\d+\))$"); var objs = Resources.FindObjectsOfTypeAll <GameObject>() .Where( x => !rgx.IsMatch(x.name) && x.scene.name == null // prefabs don't get a reference to the scene ); // so that's how you identify them foreach (var o in objs) { if (GttodAssets.Instance.HasAsset(o.name)) { continue; } Log.Info($"Registering prefab: {o.name}"); GttodAssets.Instance.AddAsset(o); } if (PreviousCount != GttodAssets.Instance.TotalAssets) { GttodAssets.Instance.OnAssetsInitialized(scene); Log.Debug($"Discovered and registered {GttodAssets.Instance.TotalAssets} new prefabs from scene '{scene.name}'."); } PreviousCount = GttodAssets.Instance.TotalAssets; }
public override void Initialize(ISpriteBatch spriteBatch) { base.Initialize(spriteBatch); //LoadScene(Options.ContentFolderPath, "test_scene"); var gameScene = CreateScene(); var testGameObject = gameScene.AddGameObject(); var textureComponent = testGameObject.AddTextureComponent(@"BeachBall\beach_ball_00"); var positionComponent = testGameObject.AddPositionComponent(); testGameObject.AddColliderComponent(0, 0, 323, 316); testGameObject.AddAnimationComponent(new Dictionary <int, string> { { 0, @"Brick\grey_brick\animation_1\grey_brick_animation_1_frame_01" }, { 1, @"Brick\grey_brick\animation_1\grey_brick_animation_1_frame_02" } }); testGameObject.AddScriptComponent(typeof(PersonScriptAction), typeof(PersonAnimationScriptAction)); _gameSynchronizer = GetGameSynchronizer(); _gameSynchronizer.SceneTrackedManager.Add(Guid.Parse("eaa77993-1b03-4060-82a2-f00111ae6efe"), gameScene); //_gameSynchronizer.Initialize(); _gameSynchronizer.GameObjectTrackedManager.Add(Guid.NewGuid(), testGameObject); _gameSynchronizer.GameObjectComponentTrackedManager.Add(Guid.NewGuid(), positionComponent); _gameSynchronizer.GameObjectComponentTrackedManager.Add(Guid.NewGuid(), textureComponent); gameScene.Initialize(); var contentManager = GetContentManager <IScene>(); var content = contentManager.Save(gameScene); File.WriteAllText(@"D:\Temp\Game\azaza.json", content); var scene = contentManager.Load(File.ReadAllText(@"D:\Temp\Game\azaza.json")); scene.Initialize(); Scenes.Add(scene); }
/// <summary> /// 指定した名前でシーンを追加する /// </summary> /// <param name="sceneName">シーンの名前</param> /// <param name="sceneInstance">対応するシーンのインスタンス</param> public static void AddScene(SceneName sceneName, IScene sceneInstance) { if (!Scenes.ContainsKey(sceneName)) { Scenes.Add(sceneName, sceneInstance); } }
protected async Task LoadScene(Scene scene) { if (scene == null) { return; } if (!Scenes.Contains(scene)) { Scenes.Add(scene); scene.PrevScene = Currrent; } IsLoading = true; // await UnloadUIComponent(); // Currrent = scene; // await LoadUIComponent(scene.Content as UIElement); await SwitchComponentInSlide(scene.Content as UIElement); Currrent = scene; IsLoading = false; }
public void AddScene(params KeyValuePair <GameState, Scene>[] scenes) { foreach (var scene in scenes) { Scenes.Add(scene.Key, scene.Value); } }
static Helper() { Tags.Add(TagName.Room, "Room"); Tags.Add(TagName.MovementCurvy, "MoveCurvy"); Tags.Add(TagName.Difficulty, "Difficulty"); Resource.Add(TagName.RightTarget, "Sprites/RightTarget"); Resource.Add(TagName.WrongTarget, "Sprites/WrongTarget"); Resource.Add(TagName.NeutralTarget, "Sprites/NeutralTarget"); Resource.Add(TagName.DeadTarget, "Sprites/DeadTarget/among-dead"); Resource.Add(TagName.TargetPrefab, "Assets/Client/Prefabs/Target.prefab"); Difficulty.Add(TagName.Easy, "Easy"); Difficulty.Add(TagName.Medium, "Medium"); Difficulty.Add(TagName.Hard, "Hard"); Scenes.Add(TagName.DefaultShootingGallery, "DefaultShootingGallery"); Scenes.Add(TagName.MainMenu, "Menu"); SaveFiles.Add(TagName.PlayerSave, "/SaveFiles.save"); Audio.Add(TagName.AmongDeathSound, "among-death"); Audio.Add(TagName.GunShotSound, "gun-shot"); Audio.Add(TagName.RicochetSound, "ricochet"); Audio.Add(TagName.MistakeShotSound, "mistake-shot"); }
/// <summary> /// Загружает сцены с помощью комонента Loader и /// </summary> public void LoadScenes() { if (IsAborted) { return; } if (Scenes.Count == 0) { Scenes.Add("Scene 1", new CardsNewDBScene(this)); } foreach (KeyValuePair <string, Scene> Sc in Scenes) { Sc.Value.GetComponent <Loader>().Load(); } SceneNomer = 0; List <string> ScenesKeys = new List <string>(); foreach (KeyValuePair <string, Scene> Sc in Scenes) { ScenesKeys.Add(Sc.Key); } CurScene = Scenes[ScenesKeys[0]]; }
public void AddScene(string sceneName, GameScene scene) { if (!Scenes.ContainsKey(sceneName)) { Scenes.Add(sceneName, scene); } }
public SectionBase AddSubsection() { var subsection = new Scene(); Scenes.Add(subsection); return(subsection); }
public string SegregateScenes(int _tasksCount = 3, int _unitsCount = 3) { TimeSpan Dur = VideoInfo.Duration; int NumScenes = (int)Math.Ceiling(VideoInfo.Duration.TotalMinutes / 2); //Scenes = new ObservableCollection<Scene>(); Scenes.Clear(); for (int i = 1; i <= NumScenes; i++) { Scene s = new Scene(); int nextid = 0; if (Scenes.Count > 0) { nextid = Scenes.Max(a => a.Id); } s.Id = ++nextid; s.Position = i; s.UnitsCount = _unitsCount; s.TasksCount = _tasksCount; s.VideoSegment.TimeBegin = TimeSpan.FromSeconds((i - 1) * 120); if (i < NumScenes) { s.VideoSegment.TimeEnd = TimeSpan.FromSeconds(i * 120); } else { s.VideoSegment.TimeEnd = VideoInfo.Duration - TimeSpan.FromSeconds(0.5); } s.VideoSegment.Source = VideoInfo.Source; Scenes.Add(s); } return("someShit"); }
public void RegisterScene(Scene scene) { if (!NamedScenes.ContainsKey(scene.GetType())) { NamedScenes.Add(scene.GetType(), scene); Scenes.Add(scene); } }
public void AddScene(int id, Scene scene) { Scenes.Add(id, scene); scene.Camera.Width = GameApplication.GameWindowSize.Width; scene.Camera.Height = GameApplication.GameWindowSize.Height; scene.Camera.UpdateCameraBounds(); scene.OnCreate(); }
public void AddScene(string sceneName) { LoadScene loadScene = new LoadScene { SceneName = sceneName }; Scenes.Add(loadScene); }
public TaskDesc(ProjectDesc proj, XmlElement tnode) { ParentProject = proj; Name = tnode.GetAttribute("Name"); foreach (XmlElement snode in tnode.GetElementsByTagName("Scene")) { Scenes.Add(new SceneDesc(this, snode)); } }
public override void Initialize(ISpriteBatch spriteBatch) { base.Initialize(spriteBatch); var menuSceneGenerator = (MenuSceneGenerator)ServiceProvider.GetService(typeof(MenuSceneGenerator)); var menuScene = menuSceneGenerator.Generate(); menuScene.Initialize(); Scenes.Add(menuScene); }
/// <summary> /// Set the current item /// </summary> /// <param name="guid">The guid of the item</param> /// <returns>true if the new item is set, false otherwise</returns> //public bool SetCurrent(Guid guid) //{ // var item = Items.Where(x => x.Guid == guid); // if (item.Any()) // { // IItem newItem = item.First(); // CurrentItem = newItem; // //ResourceDictionary theme = Application.Current.MainWindow.Resources.MergedDictionaries[0]; // //ResourceDictionary appTheme = Application.Current.Resources.MergedDictionaries.Count > 0 // // ? Application.Current.Resources.MergedDictionaries[0] // // : null; // //theme.BeginInit(); // //theme.MergedDictionaries.Clear(); // //if (appTheme != null) // //{ // // appTheme.BeginInit(); // // appTheme.MergedDictionaries.Clear(); // //} // //else // //{ // // appTheme = new ResourceDictionary(); // // appTheme.BeginInit(); // // Application.Current.Resources.MergedDictionaries.Add(appTheme); // //} // //foreach (Uri uri in newTheme.UriList) // //{ // // ResourceDictionary newDict = new ResourceDictionary {Source = uri}; // // /*AvalonDock and menu style needs to move to the application // // * 1. AvalonDock needs global styles as floatable windows can be created // // * 2. Menu's need global style as context menu can be created // // */ // // if (uri.ToString().Contains("AvalonDock") || // // uri.ToString().Contains("Wide;component/Interfaces/Styles/VS2012/Menu.xaml")) // // { // // appTheme.MergedDictionaries.Add(newDict); // // } // // else // // { // // theme.MergedDictionaries.Add(newDict); // // } // //} // //appTheme.EndInit(); // //theme.EndInit(); // _logger.Log("projectfile item set to " + newItem.Name, LogCategory.Info, LogPriority.None); // _eventAggregator.GetEvent<ItemChangeEvent>().Publish(newItem); // } // return false; //} /// <summary> /// Adds a base item to the project-file manager /// </summary> /// <param name="theme">The item to add</param> /// <returns>true, if successful - false, otherwise</returns> public bool AddScene(SceneDataModel scene) { if (!Scenes.Contains(scene)) { Scenes.Add(scene); return(true); } return(false); }
private void Prepare() { foreach (var scene in _sceneManager.SceneCache.Keys) { Scenes.Add(scene); } _gameLoop.Start(); // ??? }
// Methods #region Implementation of SceneContainer /// <summary> /// Adds the specified <see cref="Rewtek.GameLibrary.Game.Scenes.Scene"/>. /// </summary> /// <param name="scene">The <see cref="Rewtek.GameLibrary.Game.Scenes.Scene"/>.</param> public void Add(Scene scene) { scene.Parent = this; Logger.Log("Adding scene {0}.", scene.GetType().Name); scene.OnEnter(); Scenes.Add(scene); }
/// <summary> /// Register a scene to the engine scene with a default order of execution /// </summary> /// <param name="scene"></param> /// <returns></returns> public bool RegisterScene(Scene scene) { if (scene == null) { return(false); } Scenes.Add(Scenes.Count, scene); return(true); }
private void AddScene() { var scene = new Scene { Name = "New scene" }; Scenes.Add(scene); OpenDetail(scene); ReloadTags(); }
private void AddSceneButton_Click(object sender, RoutedEventArgs e) { var scene = new Scene { Id = Guid.NewGuid() }; Scenes.Add(scene); SceneList.SelectedIndex = Scenes.Count - 1; _hubProxy.Invoke("AddScene", scene); }
private void ExecuteAddScene() { IsAddingScene = true; AddSceneCommand.RaiseCanExecuteChanged(); var sceneViewModel = new SceneViewModel(new Scene(_bridge), this, _commandFactory); Scenes.Add(sceneViewModel); SelectedScene = sceneViewModel; IsAddingScene = false; AddSceneCommand.RaiseCanExecuteChanged(); }
public void CreateScene() { Position.Scene = new SceneDescription(); Scenes.Add(Position.Scene); Position.Scene.Name = $"Scene #{Scenes.Count}"; Position.Clear(); SetPage(null); NotifyPropertyChanged("Position"); NotifyPropertyChanged("CanGoBack"); NotifyPropertyChanged("CanGoFirther"); }
protected override void Load() { MainScene scene = new MainScene(); camera = new Camera(0, 0, Configuration.Width, Configuration.Height); Scenes.Add(scene); SwitchScene(MainScene.ID); Content.ContentRoot = "../../../Content/TestProject/"; base.Load(); }
private void LoadScenes(XmlNode parent) { if (parent.ChildNodes != null) { Scenes.Clear(); } SceneDescription d; foreach (XmlNode node in parent.ChildNodes) { d = new SceneDescription(); // traverse each attribute foreach (XmlAttribute a in node.Attributes) { switch (a.Name) { case XmlAttributeNames.Name: d.Name = a.Value; break; case XmlAttributeNames.Description: d.Description = a.Value; break; case XmlAttributeNames.Column: d.Column = Int32.Parse(a.Value); break; case XmlAttributeNames.TimePosition: d.TimePosition = Int32.Parse(a.Value); break; case XmlAttributeNames.Duration: d.Duration = Int32.Parse(a.Value); break; } } foreach (XmlNode contentNode in node.ChildNodes) { IContent content = new UnrecognizedContent(); foreach (IRiddleHandler h in ContentHandlers) { if (h.CanLoad(contentNode)) { content = h.Load(contentNode); } } d.Pages.Add(content); } Scenes.Add(d); } }
public void AddScene(IGraphScene <TItem, TEdge> scene) { if (scene != null && !Scenes.Contains(scene)) { Scenes.Add(scene); var graph = scene.Graph; RegisterBackGraph(graph); graph.GraphChange -= this.VisualGraphChange; graph.GraphChange += this.VisualGraphChange; graph.ChangeData -= this.VisualGraphChangeData; graph.ChangeData += this.VisualGraphChangeData; } }