private DrawerManager _GetDrawerManager(DrawingKit drawingKit) { DrawerManager res = new DrawerManager(); res.AddDrawer("Phong", new DefaultDrawer(drawingKit, this.Content.Load <Effect>("Shaders/PhongShader"))); res.AddDrawer("Goraud", new DefaultDrawer(drawingKit, this.Content.Load <Effect>("Shaders/GoraudShader"))); res.AddDrawer("OldFlat", new FlatDrawer(drawingKit, this.Content.Load <Effect>("Shaders/OldFlatShader"))); res.AddDrawer("NewFlat", new DefaultDrawer(drawingKit, this.Content.Load <Effect>("Shaders/NewFlatShader"))); res.SetDrawer("Phong"); return(res); }
/// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); _drawingKit = new DrawingKit( Matrix.Identity, DrawingKit.GetDefaultProjectionMatrix(this.GraphicsDevice), Vector3.Zero, this.GraphicsDevice, new LightingInfo()); _drawerManager = _GetDrawerManager(_drawingKit); _models = _GetModels(); _scene = _GetScene(); // TODO: use this.Content to load your game content here }
private void Awake() { Player = GetComponent <PlayerManager>(); DrawersMan = GetComponent <DrawerManager>(); }
public bool setActivate(Transform switchObj, bool on) { switch (switchObj.tag) { case Constants.TAG_DOOR: DoorManager doorManager = switchObj.GetComponent <DoorManager>(); if (doorManager != null) { if (on) { doorManager.open(); } else { doorManager.close(); } return(true); } break; case Constants.TAG_DRAWER: DrawerManager drawerManager = switchObj.GetComponent <DrawerManager>(); if (drawerManager != null) { if (on) { drawerManager.open(); } else { drawerManager.close(); } return(true); } break; case Constants.TAG_SWITCH: SwitchManager switchManager = switchObj.GetComponent <SwitchManager>(); if (switchManager != null) { if (on) { switchManager.on(); } else { switchManager.off(); } return(true); } break; case Constants.TAG_TAP: SinkManager sinkManager = switchObj.GetComponent <SinkManager>(); if (sinkManager != null) { if (on) { sinkManager.open(); } else { sinkManager.close(); } return(true); } break;; default: return(false); } return(false); }