public UpdateInWorldAttribute(params WorldTypes[] types) { Types = 0; for (int i = 0; i < types.Length; i++) { Types |= types[i]; } }
protected override void OnCreate() { base.OnCreate(); //获取世界类型 worldType = GetSingleton <WorldTypeInfo>().type; //创建储存已加载Prefab的实体 var e = EntityManager.CreateEntity(ComponentType.ReadWrite <PrefabCollection>()); collection = new PrefabCollection(); EntityManager.AddComponentObject(e, collection); //初始化store store = new BlobAssetStore(); }
public AnimationBackground3D(string AnimationBackgroundPath, ContentManager Content, GraphicsDevice g) : base("3D", AnimationBackgroundPath, Content, g) { FileStream FS = new FileStream("Content/Animations/" + AnimationBackgroundPath + ".peab", FileMode.Open, FileAccess.Read); BinaryReader BR = new BinaryReader(FS); WorldType = (WorldTypes)BR.ReadByte(); WorldWidth = BR.ReadInt32(); WorldDepth = BR.ReadInt32(); DefaultCameraPosition = new Vector3(BR.ReadSingle(), BR.ReadSingle(), BR.ReadSingle()); DefaultCameraRotation = new Vector3(BR.ReadSingle(), BR.ReadSingle(), BR.ReadSingle()); ResetCamera(); int ListBackgroundObjectSystemCount = BR.ReadInt32(); for (int B = 0; B < ListBackgroundObjectSystemCount; ++B) { ListBackground.Add(AnimationBackground3DBase.LoadFromFile(Content, BR, g)); } FS.Close(); BR.Close(); }
// Generate the world values depending on the world type // World values include : the monster model, the number of trees, the tree mode, the sky and the fog public void GenerateWorldValues(int wType) { if (wType == 0) { worldType = WorldTypes.NORMAL; this.monsterModel = littleMonster; this.numberOfTrees = 1200; this.treeModel = this.oakTree; RenderSettings.skybox = skyNormal; RenderSettings.fog = false; } else if (wType == 1) { worldType = WorldTypes.SNOWY; this.monsterModel = this.snowMan; this.numberOfTrees = 1200; this.treeModel = this.pineTree; RenderSettings.skybox = skySnowy; RenderSettings.fog = true; RenderSettings.fogMode = FogMode.ExponentialSquared; RenderSettings.fogColor = Color.white; RenderSettings.fogDensity = 0.03f; } else if (wType == 2) { worldType = WorldTypes.HELL; this.monsterModel = this.reaper; this.numberOfTrees = 300; this.treeModel = this.hellTree; RenderSettings.skybox = skyHell; RenderSettings.fog = true; RenderSettings.fogMode = FogMode.ExponentialSquared; RenderSettings.fogColor = Color.black; RenderSettings.fogDensity = 0.05f; } else if (wType == 3) { worldType = WorldTypes.DREAMY; this.monsterModel = this.bear; this.numberOfTrees = 500; this.treeModel = this.lollipopTree; RenderSettings.skybox = skyDreamy; RenderSettings.fog = false; } else if (wType == 4) { worldType = WorldTypes.METAL; this.monsterModel = this.ghost; this.numberOfTrees = 0; this.treeModel = null; RenderSettings.skybox = skyMetal; RenderSettings.fog = false; } else if (wType == 5) { worldType = WorldTypes.CHEESE; this.monsterModel = this.gnome; this.numberOfTrees = 0; this.treeModel = null; RenderSettings.skybox = skyCheese; RenderSettings.fog = false; } else if (wType == 6) { worldType = WorldTypes.AUTUMN; this.monsterModel = this.yeti; this.numberOfTrees = 1000; this.treeModel = this.autumnTree; RenderSettings.skybox = skyAutumn; RenderSettings.fog = false; } else if (wType == 7) { worldType = WorldTypes.ROTTING; this.monsterModel = this.zombie; this.numberOfTrees = 300; this.treeModel = this.rottingTree; RenderSettings.skybox = skyRotting; RenderSettings.fog = true; RenderSettings.fogMode = FogMode.Exponential; RenderSettings.fogColor = Color.green; RenderSettings.fogDensity = 0.1f; } else if (wType == 8) { worldType = WorldTypes.TROPICAL; this.monsterModel = this.littleMonster; this.numberOfTrees = 500; this.treeModel = this.palmtree; RenderSettings.skybox = skyTropical; RenderSettings.fog = false; } else { worldType = WorldTypes.MATRIX; this.monsterModel = this.agentSmith; this.numberOfTrees = 0; this.treeModel = null; RenderSettings.skybox = skyMatrix; RenderSettings.fog = false; } }
public UpdateInWorldAttribute(WorldTypes types) { Types = types; }
public static World.World GenerateWorld(WorldTypes type) { return(new World.Worlds.FlatWorld()); }