Exemple #1
0
        public LongRunningAction GlitchUp()
        {
            NesGlitches nesGlitches = new NesGlitches(this.Game);

            ServiceHelper.AddComponent((IGameComponent)nesGlitches);
            bool disposed = false;

            nesGlitches.Disposed += (EventHandler <EventArgs>)((_, __) => disposed = true);
            return(new LongRunningAction((Func <float, float, bool>)((_, __) => disposed)));
        }
Exemple #2
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;
 }
Exemple #3
0
 public LongRunningAction GlitchUp()
 {
   NesGlitches nesGlitches = new NesGlitches(this.Game);
   ServiceHelper.AddComponent((IGameComponent) nesGlitches);
   bool disposed = false;
   nesGlitches.Disposed += (EventHandler<EventArgs>) ((_, __) => disposed = true);
   return new LongRunningAction((Func<float, float, bool>) ((_, __) => disposed));
 }
Exemple #4
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)));
        }
Exemple #5
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;
 }
Exemple #6
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)));
 }