Esempio n. 1
0
        public Player(MonoGameLibrary.Game game, GameScreen screen, int x, int y, int width, int height) : base(game, screen, Assets.GameObject.Player, x, y, width, height)
        {
            IsRigitBody = true;
            a           = new TextureAnimator(game, this, Assets.GameObject.Dust, 300, 0.1, -150, 120, 300, 100);

            Animators.Add(a);
        }
        public testObject(MonoGameLibrary.Game game, Screen screen, int x, int y, int width, int height) : base(game, screen, Assets.enemy, x, y, width, height)
        {
            TextureAnimator a = new TextureAnimator(game, this, Assets.smoke, 360, 0, 0.016);

            Animators.Add(a);
            a.Start();
        }
Esempio n. 3
0
    private GameObject CreateMapObject(SECTORS sector, string name, Triangulator.GeneratingGo generating)
    {
        //create lists for combining floor and ceiling meshes
        List <SubMesh> sectorMeshes = new List <SubMesh>();

        Material[] sectorMaterials = new Material[2]; //theres a material for the floor and the ceiling

        //create floor
        SubMesh floor = Triangulator.CreateFloor(sector, reader.newWad.flats[sector.floorFlat], generating);

        sectorMeshes.Add(floor);

        //create ceiling
        sectorMeshes.Add(Triangulator.CreateCeiling(floor, sector, reader.newWad.flats[sector.ceilingFlat], generating));

        //set the skybox's texture
        //DOOM2 SPECIFIC!!!!
        if (mapSelected <= 11)
        {
            Texture2D newSky = (Texture2D)reader.newWad.textures["SKY1"].mainTexture;
            sky = newSky;
            skybox.GetComponent <MeshRenderer>().material.SetColor("_LowerFogColor", AverageColorTop(newSky));
            skybox.GetComponent <MeshRenderer>().material.SetColor("_UpperFogColor", AverageColorBottom(newSky));
        }
        else if (mapSelected > 11 && mapSelected <= 20)
        {
            Texture2D newSky = (Texture2D)reader.newWad.textures["SKY2"].mainTexture;
            sky = newSky;
            skybox.GetComponent <MeshRenderer>().material.SetColor("_LowerFogColor", AverageColorTop(newSky));
            skybox.GetComponent <MeshRenderer>().material.SetColor("_UpperFogColor", AverageColorBottom(newSky));
        }
        else if (mapSelected > 20 && mapSelected <= 32)
        {
            Texture2D newSky = (Texture2D)reader.newWad.textures["SKY3"].mainTexture;
            sky = newSky;
            skybox.GetComponent <MeshRenderer>().material.SetColor("_LowerFogColor", AverageColorTop(newSky));
            skybox.GetComponent <MeshRenderer>().material.SetColor("_UpperFogColor", AverageColorBottom(newSky));
        }

        //create walls
        sectorMeshes.AddRange(Triangulator.CreateWalls(sector, reader.newWad, generating));

        //remove null submeshes
        sectorMeshes.RemoveAll(x => x == null);

        //combine the meshes
        Mesh mesh = new Mesh();

        Triangulator.CombineAsMesh(ref mesh, sectorMeshes, ref sectorMaterials);

        Renderer rend;
        MaterialPropertyBlock propBlock = new MaterialPropertyBlock();

        //Setup GameObject
        GameObject go = new GameObject();

        go.AddComponent <MeshFilter>();
        go.AddComponent <MeshRenderer>();
        go.name             = name;
        go.transform.parent = sectorParent;

        //Set up some variables
        rend = go.GetComponent <Renderer>();

        //Set the color for the material independently (for setting light level)
        propBlock.SetColor("_Color", new Color(sector.lightLevel / 255f, sector.lightLevel / 255f, sector.lightLevel / 255f, 1));
        rend.SetPropertyBlock(propBlock);

        //fill in the materials and mesh for the gameobject
        go.GetComponent <MeshRenderer>().materials = sectorMaterials;
        go.GetComponent <MeshFilter>().mesh        = mesh;
        go.AddComponent <MeshCollider>();

        foreach (Material mat in go.GetComponent <MeshRenderer>().materials)
        {
            foreach (string str in AnimatedTextures.Keys)
            {
                if (AnimatedTextures[str].Contains(mat.mainTexture.name) && go.GetComponent <TextureAnimator>() == null)
                {
                    TextureAnimator texAnim = go.AddComponent <TextureAnimator>();
                    texAnim.wad = reader.newWad;

                    break;
                }
            }
        }
        go.tag = "Map";
        return(go);
    }