Example #1
0
        public void DrawLayers()
        {
            IOrderedEnumerable <Layer> source = this._hybridList.OrderBy <Layer, int>((Func <Layer, int>)(l => - l.depth));

            if (this._lastDrawIndexCount == 0)
            {
                this._lastDrawIndexCount = this._hybridList.Count;
            }
            int num1 = 0;

            for (int index = 0; index < this._hybridList.Count; ++index)
            {
                Layer layer = source.ElementAt <Layer>(index);
                if (layer.visible && (Layer.lighting || layer != this._lighting && layer != this._lighting2))
                {
                    int num2 = 1;
                    if (layer == Layer.Game)
                    {
                        num2 = 3;
                    }
                    float x = (float)(2.0 / (double)this._lastDrawIndexCount * (double)num1 / 2.0);
                    float y = (float)(2.0 / (double)this._lastDrawIndexCount * (double)(num1 + num2) / 2.0);
                    layer.depthSpan = new Vec2(x, y);
                    layer.Draw(true);
                    num1 += num2;
                }
            }
            this._lastDrawIndexCount = num1;
        }
Example #2
0
        public void DrawTargetLayers()
        {
            IOrderedEnumerable <Layer> source = this._hybridList.OrderBy <Layer, int>((Func <Layer, int>)(l => - l.depth));
            uint num = 0;

            for (int index = 0; index < this._hybridList.Count; ++index)
            {
                Layer layer = source.ElementAt <Layer>(index);
                if (layer.visible && layer.isTargetLayer && (Layer.lighting || layer != this._lighting && layer != this._lighting2))
                {
                    float x = (float)(2.0 / (double)this._hybridList.Count * (double)index / 2.0);
                    float y = (float)(2.0 / (double)this._hybridList.Count * (double)(index + 1) / 2.0);
                    layer.depthSpan = new Vec2(x, y);
                    layer.Draw(true, true);
                    ++num;
                }
            }
        }