protected new void Redraw_PreRenderd() { _preRenderdSurface.BeginChanges(); _preRenderdSurface.Fill(_backgroundColor); _gorgonText.Text = _visibleText; _gorgonText.Color = Color.Black; _gorgonText.Draw(); if (_showMarker && HasFocus) { SlimMath.Vector2 drawPos = new SlimMath.Vector2(); drawPos.X = _markerPosition; _gorgonText.Position = drawPos; _gorgonText.Color = Color.Black; _gorgonText.Text = "|"; _gorgonText.Draw(); } _preRenderdSurface.EndChanges(); /* * Point[] linePoints = new Point[5]; * linePoints[0] = new Point(0, 0); * linePoints[1] = new Point(0, Height - 2); * linePoints[2] = new Point(Width - 2, Height - 2); * linePoints[3] = new Point(Width - 2, 0); * linePoints[4] = new Point(0, 0); * * _preRenderdSurface.Draw(new Polygon(new ArrayList(linePoints)), Color.Gray); * * linePoints[0] = new Point(1, 1); * linePoints[1] = new Point(1, Height - 1); * linePoints[2] = new Point(Width - 1, Height - 1); * linePoints[3] = new Point(Width - 1, 1); * linePoints[4] = new Point(1, 1); * * _preRenderdSurface.Draw(new Polygon(new ArrayList(linePoints)), Color.Black); */ }
public static UnityEngine.Vector2 Convert(SlimMath.Vector2 v) { return(new UnityEngine.Vector2(v.X, v.Y)); }
//Не работает с текущими командами PrepareForBattle и LoadStage. Будет перенесено в логику? private static bool KnockBackEnemies() { var enemies = EntityWorld.GroupManager.GetEntities ("EnemyTeam"); if (enemies.Count == 0) return false; foreach (var enemy in enemies) { var enemyPos = enemy.GetComponent<Position>().position; enemyPos = new SlimMath.Vector2(0.0f, 0.0f); enemy.Refresh(); } return true; }