Example #1
0
        public void Setup(Entity e, NodeLoad load)
        {
            var   uvMesh = new UvMesh();
            float scale  = Numbers.Width;

            uvMesh.SetVertices(new VertexPositionColorTexture[4]
            {
                new VertexPositionColorTexture(new Vector3(0, 0, 0), Color.White, new Vector2(0, 0)),
                new VertexPositionColorTexture(new Vector3(0, scale, 0), Color.White, new Vector2(0, .1f)),
                new VertexPositionColorTexture(new Vector3(scale, 0, 0), Color.White, new Vector2(1, 0)),
                new VertexPositionColorTexture(new Vector3(scale, scale, 0), Color.White, new Vector2(1, .1f)),
            });
            uvMesh.SetIndices(new short[6]
            {
                0, 2, 1,
                1, 2, 3
            });
            uvMesh.RecalculateBounds();
            uvMesh.SetTexture(Numbers);
            uvMesh.Offset = new Vector2(-DefaultSprite.Width / 2, DefaultSprite.Height - 25);

            var slidingNumber = new SlidingNumber();

            slidingNumber.Instant = true;

            e.addComponent(new Clickable());
            e.addComponent(new SpriteButton(DefaultSprite, ClickedSprite));
            e.addComponent(slidingNumber);
            e.addComponent(new NodeAmount(load.Amount));
            e.addComponent(uvMesh);
            e.position = new Vector2(load.X, load.Y);
        }
Example #2
0
        RenderableComponent CreateMesh(VertexPositionColorTexture[] vertices, short[] indices)
        {
            UvMesh m = new UvMesh();

            m.SetVertices(vertices);
            m.SetIndices(indices);
            m.RecalculateBounds();
            m.SetTexture(chunkTextures);
            m.debugRenderEnabled = true;
            return(m);
        }