public PointImpactEffect(Vector2 location, OS os) { this.cne = new ConnectedNodeEffect(os, true); this.timeEnabled = 0.0f; this.location = location; this.scaleModifier = 1f; this.HasHighlightCircle = true; }
public override void LoadContent() { this.label = "Network Map"; this.visibleNodes = new List <int>(); if (OS.WillLoadSave || Settings.IsInExtensionMode) { this.nodes = new List <Computer>(); this.corporations = new List <Corporation>(); } else if (this.os.multiplayer) { this.nodes = this.generateNetwork(this.os); this.corporations = new List <Corporation>(); } else { this.nodes = new List <Computer>(); List <Computer> gameNodes = this.generateGameNodes(); this.nodes.Clear(); this.nodes.AddRange((IEnumerable <Computer>)gameNodes); if (Settings.isDemoMode) { this.nodes.AddRange((IEnumerable <Computer>) this.generateDemoNodes()); } this.nodes.Insert(0, this.generateSPNetwork(this.os)[0]); this.corporations = this.generateCorporations(); } this.nodeEffect = new ConnectedNodeEffect(this.os); this.adminNodeEffect = new ConnectedNodeEffect(this.os); this.adminNodeEffect.color = new Color(60, 65, 75, 19); this.circle = TextureBank.load("Circle", this.os.content); this.nodeCircle = TextureBank.load("NodeCircle", this.os.content); this.adminNodeCircle = TextureBank.load("AdminNodeCircle", this.os.content); this.homeNodeCircle = TextureBank.load("HomeNodeCircle", this.os.content); this.targetNodeCircle = TextureBank.load("TargetNodeCircle", this.os.content); this.assetServerNodeOverlay = TextureBank.load("AssetServerNodeOverlay", this.os.content); this.circleOutline = TextureBank.load("CircleOutline", this.os.content); this.adminCircle = TextureBank.load("AdminCircle", this.os.content); this.nodeGlow = TextureBank.load("RadialGradient", this.os.content); this.circleOrigin = new Vector2((float)(this.circleOutline.Width / 2), (float)(this.circleOutline.Height / 2)); }
public override void LoadContent() { label = "Network Map"; visibleNodes = new List <int>(); if (OS.WillLoadSave) { nodes = new List <Computer>(); corporations = new List <Corporation>(); } else if (os.multiplayer) { nodes = generateNetwork(os); corporations = new List <Corporation>(); } else { nodes = new List <Computer>(); var list = generateGameNodes(); nodes.Clear(); nodes.AddRange(list); if (Settings.isDemoMode) { nodes.AddRange(generateDemoNodes()); } nodes.Insert(0, generateSPNetwork(os)[0]); corporations = generateCorporations(); } nodeEffect = new ConnectedNodeEffect(os); adminNodeEffect = new ConnectedNodeEffect(os); adminNodeEffect.color = new Color(60, 65, 75, 19); circle = TextureBank.load("Circle", os.content); nodeCircle = TextureBank.load("NodeCircle", os.content); adminNodeCircle = TextureBank.load("AdminNodeCircle", os.content); homeNodeCircle = TextureBank.load("HomeNodeCircle", os.content); targetNodeCircle = TextureBank.load("TargetNodeCircle", os.content); assetServerNodeOverlay = TextureBank.load("AssetServerNodeOverlay", os.content); circleOutline = TextureBank.load("CircleOutline", os.content); adminCircle = TextureBank.load("AdminCircle", os.content); nodeGlow = TextureBank.load("RadialGradient", os.content); circleOrigin = new Vector2(circleOutline.Width / 2, circleOutline.Height / 2); }
public override void LoadContent() { label = "Network Map"; visibleNodes = new List<int>(); if (OS.WillLoadSave) { nodes = new List<Computer>(); corporations = new List<Corporation>(); } else if (os.multiplayer) { nodes = generateNetwork(os); corporations = new List<Corporation>(); } else { nodes = new List<Computer>(); var list = generateGameNodes(); nodes.Clear(); nodes.AddRange(list); if (Settings.isDemoMode) nodes.AddRange(generateDemoNodes()); nodes.Insert(0, generateSPNetwork(os)[0]); corporations = generateCorporations(); } nodeEffect = new ConnectedNodeEffect(os); adminNodeEffect = new ConnectedNodeEffect(os); adminNodeEffect.color = new Color(60, 65, 75, 19); circle = TextureBank.load("Circle", os.content); nodeCircle = TextureBank.load("NodeCircle", os.content); adminNodeCircle = TextureBank.load("AdminNodeCircle", os.content); homeNodeCircle = TextureBank.load("HomeNodeCircle", os.content); targetNodeCircle = TextureBank.load("TargetNodeCircle", os.content); assetServerNodeOverlay = TextureBank.load("AssetServerNodeOverlay", os.content); circleOutline = TextureBank.load("CircleOutline", os.content); adminCircle = TextureBank.load("AdminCircle", os.content); nodeGlow = TextureBank.load("RadialGradient", os.content); circleOrigin = new Vector2(circleOutline.Width/2, circleOutline.Height/2); }
public PointImpactEffect(Vector2 location, OS os) { cne = new ConnectedNodeEffect(os, true); timeEnabled = 0.0f; this.location = location; }