public override void Initialize() { base.Initialize(); OptimizeFor2D(); GUI.Skin = DemoGame.CreateSkin(Application.Content, false); m_Camera.AddComponent <MenuBehaviour>(); }
public override void Initialize() { base.Initialize(); GUI.Skin = DemoGame.CreateSkin(Application.Content, false); var cameraGo = GameObjectFactory.CreateCamera(); cameraGo.AddComponent <MenuBehaviour>(); Add(cameraGo); }
public override void Initialize() { base.Initialize(); GUI.Skin = DemoGame.CreateSkin(Application.Content, false); var camera = new CameraPrefab("cam"); camera.AddComponent <MenuBehaviour>(); camera.AddComponent <PointerCoordDebug>(); Add(camera); }
public override void Initialize() { base.Initialize(); GUI.Skin = DemoGame.CreateSkin(Application.Content, false); // Add a camera with a FPS controller var camera = GameObjectFactory.CreateCamera(new Vector3(0, 2, -10), new Vector3(0, 0, 0), Vector3.Up); m_Camera = camera.GetComponent <Camera>(); m_Camera.AddComponent <DemoBehaviour>(); m_ControllerSwitcher = m_Camera.AddComponent <ControllerSwitcher>(); m_DemoSceneMenu = m_Camera.AddComponent <DemoSceneMenu>(); // And a light var lightGo = GameObjectFactory.CreateLight(LightType.Directional, Color.White, 1f); lightGo.Transform.LocalPosition = new Vector3(500, 500, 0); lightGo.Transform.LocalRotation = new Vector3(MathHelper.PiOver2, -MathHelper.PiOver4, 0); m_DirectionalLight = lightGo.GetComponent <Light>(); // Sun Flares var content = Application.Content; var glowTexture = content.Load <Texture2D>("Textures/Flares/SunGlow"); var flareTextures = new Texture2D[] { content.Load <Texture2D>("Textures/Flares/circle"), content.Load <Texture2D>("Textures/Flares/circle_sharp_1"), content.Load <Texture2D>("Textures/Flares/circle_soft_1") }; var sunflares = m_DirectionalLight.AddComponent <LensFlare>(); sunflares.Setup(glowTexture, flareTextures); // Skybox RenderSettings.Skybox.Generate(Application.GraphicsDevice, Application.Content, DemoGame.BlueSkybox); // Fog: Setup fog mode with some value. It's still disabled, but those values are used by the post processing fog effect. RenderSettings.FogDensity = 0.0085f; RenderSettings.FogMode = FogMode.None; RenderSettings.FogColor = Color.FloralWhite; }