Example #1
0
 private void Destroy()
 {
   if (this.Glitches != null)
     ServiceHelper.RemoveComponent<NesGlitches>(this.Glitches);
   this.Glitches = (NesGlitches) null;
   if (this.RtHandle != null)
   {
     this.TargetRenderer.UnscheduleHook(this.RtHandle.Target);
     this.TargetRenderer.ReturnTarget(this.RtHandle);
   }
   this.RtHandle = (RenderTargetHandle) null;
   if (this.SolidCubes != null)
     this.SolidCubes.Dispose();
   this.SolidCubes = (Mesh) null;
   if (this.WhiteCube != null)
     this.WhiteCube.Dispose();
   this.WhiteCube = (Mesh) null;
   if (this.RaysMesh != null)
     this.RaysMesh.Dispose();
   if (this.FlareMesh != null)
     this.FlareMesh.Dispose();
   this.RaysMesh = this.FlareMesh = (Mesh) null;
   if (this.InvertEffect != null)
     this.InvertEffect.Dispose();
   this.InvertEffect = (InvertEffect) null;
   this.HexahedronAo = (ArtObjectInstance) null;
   this.FirstUpdate = true;
   this.sAmbientDrone = this.sAku = this.sZoomIn = this.sHexAppear = this.sCubeAppear = this.sMotorSpin1 = this.sMotorSpin2 = this.sMotorSpinAOK = this.sMotorSpinCrash = this.sRayWhiteout = (SoundEffect) null;
   this.eAku = this.eAmbient = this.eMotor = (SoundEmitter) null;
   this.ActivePhase = FinalRebuildHost.Phases.ZoomInNega;
   this.PhaseTime = 0.0f;
   this.GameState.SkipRendering = false;
   this.GameState.HideHUD = false;
 }
Example #2
0
 private void TryInitialize()
 {
   this.Destroy();
   this.Visible = this.Enabled = this.LevelManager.Name == "HEX_REBUILD";
   if (!this.Enabled)
     return;
   this.GameState.HideHUD = true;
   this.CameraManager.ChangeViewpoint(Viewpoint.Right, 0.0f);
   this.PlayerManager.Background = false;
   ArtObject artObject = this.CMProvider.CurrentLevel.Load<ArtObject>("Art Objects/NEW_HEXAO");
   int key = IdentifierPool.FirstAvailable<ArtObjectInstance>(this.LevelManager.ArtObjects);
   this.HexahedronAo = new ArtObjectInstance(artObject)
   {
     Id = key
   };
   this.LevelManager.ArtObjects.Add(key, this.HexahedronAo);
   this.HexahedronAo.Initialize();
   this.HexahedronAo.Hidden = true;
   this.WhiteCube = new Mesh()
   {
     Effect = (BaseEffect) new DefaultEffect.VertexColored(),
     Blending = new BlendingMode?(BlendingMode.Additive),
     DepthWrites = false
   };
   this.WhiteCube.Rotation = this.CameraManager.Rotation * Quaternion.CreateFromRotationMatrix(Matrix.CreateLookAt(Vector3.One, Vector3.Zero, Vector3.Up));
   this.WhiteCube.AddColoredBox(new Vector3(4f), Vector3.Zero, Color.White, true);
   FinalRebuildHost finalRebuildHost = this;
   Mesh mesh1 = new Mesh();
   Mesh mesh2 = mesh1;
   DefaultEffect.LitTextured litTextured1 = new DefaultEffect.LitTextured();
   litTextured1.Specular = true;
   litTextured1.Emissive = 0.5f;
   litTextured1.AlphaIsEmissive = true;
   DefaultEffect.LitTextured litTextured2 = litTextured1;
   mesh2.Effect = (BaseEffect) litTextured2;
   mesh1.Blending = new BlendingMode?(BlendingMode.Opaque);
   Mesh mesh3 = mesh1;
   finalRebuildHost.SolidCubes = mesh3;
   this.OriginalCubeRotation = this.SolidCubes.Rotation = this.WhiteCube.Rotation;
   ShaderInstancedIndexedPrimitives<VertexPositionNormalTextureInstance, Vector4> geometry1 = Enumerable.FirstOrDefault<Trile>(this.LevelManager.ActorTriles(ActorType.CubeShard)).Geometry;
   ShaderInstancedIndexedPrimitives<VertexPositionNormalTextureInstance, Vector4> geometry2 = Enumerable.FirstOrDefault<Trile>(this.LevelManager.ActorTriles(ActorType.SecretCube)).Geometry;
   this.sHexAppear = this.CMProvider.CurrentLevel.Load<SoundEffect>("Sounds/Ending/HexRebuild/HexAppear");
   this.sCubeAppear = this.CMProvider.CurrentLevel.Load<SoundEffect>("Sounds/Ending/HexRebuild/CubeAppear");
   this.sMotorSpin1 = this.CMProvider.CurrentLevel.Load<SoundEffect>("Sounds/Ending/HexRebuild/MotorStart1");
   this.sMotorSpin2 = this.CMProvider.CurrentLevel.Load<SoundEffect>("Sounds/Ending/HexRebuild/MotorStart2");
   this.sMotorSpinAOK = this.CMProvider.CurrentLevel.Load<SoundEffect>("Sounds/Ending/HexRebuild/MotorStartAOK");
   this.sMotorSpinCrash = this.CMProvider.CurrentLevel.Load<SoundEffect>("Sounds/Ending/HexRebuild/MotorStartCrash");
   this.sRayWhiteout = this.CMProvider.CurrentLevel.Load<SoundEffect>("Sounds/Ending/HexRebuild/RayWhiteout");
   this.sAku = this.CMProvider.CurrentLevel.Load<SoundEffect>("Sounds/Ending/HexRebuild/Aku");
   this.sZoomIn = this.CMProvider.CurrentLevel.Load<SoundEffect>("Sounds/Ending/HexRebuild/ZoomIn");
   this.sAmbientDrone = this.CMProvider.CurrentLevel.Load<SoundEffect>("Sounds/Ending/HexRebuild/AmbientDrone");
   for (int index = 0; index < Math.Min(this.GameState.SaveData.CubeShards + this.GameState.SaveData.SecretCubes, 64); ++index)
   {
     Vector3 vector3 = this.CubeOffsets[index];
     ShaderInstancedIndexedPrimitives<VertexPositionNormalTextureInstance, Vector4> indexedPrimitives = index < this.GameState.SaveData.CubeShards ? geometry1 : geometry2;
     Group group = this.SolidCubes.AddGroup();
     group.Geometry = (IIndexedPrimitiveCollection) new IndexedUserPrimitives<VertexPositionNormalTextureInstance>(Enumerable.ToArray<VertexPositionNormalTextureInstance>((IEnumerable<VertexPositionNormalTextureInstance>) indexedPrimitives.Vertices), indexedPrimitives.Indices, indexedPrimitives.PrimitiveType);
     group.Position = vector3;
     group.Rotation = Quaternion.CreateFromAxisAngle(Vector3.Up, (float) RandomHelper.Random.Next(0, 4) * 1.570796f);
     group.Enabled = false;
     group.Material = new Material();
   }
   this.SolidCubes.Texture = this.LevelMaterializer.TrilesMesh.Texture;
   this.InvertEffect = new InvertEffect();
   this.RaysMesh = new Mesh()
   {
     Effect = (BaseEffect) new DefaultEffect.VertexColored(),
     Blending = new BlendingMode?(BlendingMode.Additive),
     DepthWrites = false
   };
   this.FlareMesh = new Mesh()
   {
     Effect = (BaseEffect) new DefaultEffect.Textured(),
     Texture = (Dirtyable<Texture>) ((Texture) this.CMProvider.Global.Load<Texture2D>("Other Textures/flare_alpha")),
     Blending = new BlendingMode?(BlendingMode.Alphablending),
     SamplerState = SamplerState.AnisotropicClamp,
     DepthWrites = false,
     AlwaysOnTop = true
   };
   this.FlareMesh.AddFace(Vector3.One, Vector3.Zero, FaceOrientation.Front, true);
   this.RtHandle = this.TargetRenderer.TakeTarget();
   this.TargetRenderer.ScheduleHook(this.DrawOrder, this.RtHandle.Target);
   ServiceHelper.AddComponent((IGameComponent) (this.Glitches = new NesGlitches(this.Game)));
 }