/// <summary> /// Returns a dynamic tile based on TMS XYZ tile coordinates /// </summary> /// <param name="options">Options to generate tile</param> /// <param name="x">Grid number for longitude</param> /// <param name="y">Grid number for latitude</param> /// <param name="z">Grid zoom level</param> /// <returns></returns> public Task <byte[]> GetXYZTile(TileOptions options, int x, int y, int z) { // todo See terrain controller to implement // Fetch DEM // Make Mesh // Call MakeTile throw new NotImplementedException(); }
/// <summary> /// Agent that runs a scheduled task /// </summary> /// <param name="task"> /// The invoked task /// </param> /// <remarks> /// This method is called when a periodic or resource intensive task is invoked /// </remarks> protected override void OnInvoke(ScheduledTask task) { //TODO: Add code to perform your task in background ScheduledActionService.LaunchForTest(task.Name, TimeSpan.FromSeconds(61)); System.Windows.Deployment.Current.Dispatcher.BeginInvoke(() => { TileOptions to = new TileOptions(); to.UpdateTile(); }); NotifyComplete(); }
// Code to execute when the application is closing (eg, user hit Back) // This code will not execute when the application is deactivated private void Application_Closing(object sender, ClosingEventArgs e) { TileOptions to = new TileOptions(); to.UpdateTile(); }
// Code to execute when the application is deactivated (sent to background) // This code will not execute when the application is closing private void Application_Deactivated(object sender, DeactivatedEventArgs e) { TileOptions to = new TileOptions(); to.UpdateTile(); }
public Options() { Tile = new TileOptions { IsTweaked = true, Decor = BUILDINGS.DECOR.BONUS.TIER0.amount, DecorRadius = BUILDINGS.DECOR.BONUS.TIER0.radius, MovementSpeed = DUPLICANTSTATS.MOVEMENT.BONUS_2, StrengthMultiplier = 1.5f }; BunkerTile = new BunkerTileOptions { IsTweaked = true, Decor = BUILDINGS.DECOR.PENALTY.TIER0.amount, DecorRadius = BUILDINGS.DECOR.PENALTY.TIER0.radius, MovementSpeed = DUPLICANTSTATS.MOVEMENT.NEUTRAL, StrengthMultiplier = 10f }; CarpetTile = new CarpetTileOptions { IsTweaked = true, Decor = BUILDINGS.DECOR.BONUS.TIER2.amount, DecorRadius = BUILDINGS.DECOR.BONUS.TIER2.radius, MovementSpeed = DUPLICANTSTATS.MOVEMENT.PENALTY_1, StrengthMultiplier = 1f, IsNotWall = true, IsCombustible = true, CombustTemp = BUILDINGS.OVERHEAT_TEMPERATURES.LOW_2, ReedFiberCount = 1 }; GasPermeableMembrane = new GasPermeableMembraneOptions { IsTweaked = true, Decor = BUILDINGS.DECOR.PENALTY.TIER0.amount, DecorRadius = BUILDINGS.DECOR.PENALTY.TIER0.radius, MovementSpeed = DUPLICANTSTATS.MOVEMENT.NEUTRAL, StrengthMultiplier = 1f, LightAbsorptionFactor = 0.25f }; GlassTile = new GlassTileOptions { IsTweaked = true, Decor = BUILDINGS.DECOR.BONUS.TIER0.amount, DecorRadius = BUILDINGS.DECOR.BONUS.TIER0.radius, MovementSpeed = DUPLICANTSTATS.MOVEMENT.PENALTY_2, StrengthMultiplier = 0.5f, GlassLightAbsorptionFactor = 0.1f, DiamondLightAbsorptionFactor = 0.1f }; InsulationTile = new InsulationTileOptions { IsTweaked = true, Decor = BUILDINGS.DECOR.PENALTY.TIER0.amount, DecorRadius = BUILDINGS.DECOR.PENALTY.TIER0.radius, MovementSpeed = DUPLICANTSTATS.MOVEMENT.NEUTRAL, StrengthMultiplier = 3f }; MetalTile = new MetalTileOptions { IsTweaked = true, Decor = BUILDINGS.DECOR.BONUS.TIER0.amount, DecorRadius = BUILDINGS.DECOR.BONUS.TIER0.radius, MovementSpeed = DUPLICANTSTATS.MOVEMENT.BONUS_3, StrengthMultiplier = 1f }; MeshTile = new MeshTileOptions { IsTweaked = true, Decor = BUILDINGS.DECOR.PENALTY.TIER0.amount, DecorRadius = BUILDINGS.DECOR.PENALTY.TIER0.radius, MovementSpeed = DUPLICANTSTATS.MOVEMENT.NEUTRAL, StrengthMultiplier = 1f, LightAbsorptionFactor = 0.25f }; PlasticTile = new PlasticTileOptions { IsTweaked = true, Decor = BUILDINGS.DECOR.BONUS.TIER0.amount, DecorRadius = BUILDINGS.DECOR.BONUS.TIER0.radius, MovementSpeed = DUPLICANTSTATS.MOVEMENT.BONUS_3, StrengthMultiplier = 1.5f }; DoMeshedTilesReduceSunlight = true; }