/// <summary> /// 创建一个玩家 /// </summary> /// <param name="charData"></param> public void CreatePlayer(CharData charData) { ViewPlayer obj = new ViewPlayer(); obj.Create(charData, this); viewOjbList.Add(obj); _logicMap.gameObjList.Add(obj.gameObj); }
/// <summary> /// 创建玩家自己 /// </summary> /// <param name="charData"></param> public void CreateMe(CharData charData) { MeViewPlayer obj = new MeViewPlayer(); obj.Create(charData, this); viewOjbList.Add(obj); _logicMap.gameObjList.Add(obj.gameObj); CurViewObj = obj; }
public override void Create(CharData charData, ViewMap viewMap) { _viewMap = viewMap; gameObj = new Player(); gameObj.Init(charData, viewMap.LogicMap); gameGo = GameObject.CreatePrimitive(PrimitiveType.Cube); gameGo.name = charData.name; gameTrans = gameGo.transform; }
public override void Create(CharData charData, ViewMap viewMap) { _viewMap = viewMap; gameObj = new MePlayer(); gameObj.Init(charData, viewMap.LogicMap); // gameGo = new GameObject(); gameGo = GameObject.CreatePrimitive(PrimitiveType.Cube); gameGo.name = charData.name; gameGo.AddComponent<PlayerMoveController>(); gameTrans = gameGo.transform; }
public FontRenderer(Font font) { Font = font; charHeight = -Font.Height; GlyphBitmap = new Bitmap(TextureSize.Width, TextureSize.Height); texture = new Texture(GL.GenTexture()); GL.BindTexture(TextureTarget.Texture2D, texture.GetId()); GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMagFilter, (int)All.Linear); GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMinFilter, (int)All.Linear); using (Graphics gfx = Graphics.FromImage(GlyphBitmap)) { //this supposedly improves perforance //Application.SetCompatibleTextRenderingDefault(false); StringFormat format = new StringFormat(StringFormat.GenericTypographic); Point charPoint = new Point(0, 0); for (int i = 0; i < chars.Length; i++) { SizeF charSizeF = gfx.MeasureString(new string(new Char[1] { Convert.ToChar(i) }), Font, 0, format); Size charSize = new Size((int)Math.Ceiling(charSizeF.Width), (int)Math.Ceiling(charSizeF.Height)); //fudge factor to prevent glyphs from overlapping charSize.Width += 2; if (charSize.Width + charPoint.X > TextureSize.Width) { charPoint.X = 0; charPoint.Y += (int)Math.Ceiling(Font.GetHeight()); } chars[i] = new CharData(new Rectangle(charPoint, charSize), this); charPoint.X += charSize.Width; } gfx.TextRenderingHint = System.Drawing.Text.TextRenderingHint.AntiAliasGridFit; gfx.Clear(Color.Transparent); for (int i = 0; i < chars.Length; i++) { PointF point = new PointF(chars[i].PixelRegion.X, chars[i].PixelRegion.Y); gfx.DrawString(new string(new Char[1] { Convert.ToChar(i) }), Font, new SolidBrush(Color.Black), point); } } BitmapData data = GlyphBitmap.LockBits(new Rectangle(0, 0, GlyphBitmap.Width, GlyphBitmap.Height), ImageLockMode.ReadOnly, System.Drawing.Imaging.PixelFormat.Format32bppArgb); GL.TexImage2D(TextureTarget.Texture2D, 0, PixelInternalFormat.Rgba, TextureSize.Width, TextureSize.Height, 0, Format, PixelType.UnsignedByte, data.Scan0); GlyphBitmap.UnlockBits(data); }
/// <summary> /// 创建玩家 /// </summary> /// <param name="players"></param> public void CreateAllPlayer(string players) { string[] playStr = players.Split(';'); for(int i = 0; i < playStr.Length; ++i) { CharData charData = new CharData(playStr[i]); if(charData.roleId == LogicMap.curRoleId) { CreateMe(charData); } else { CreatePlayer(charData); } } }
public override void Init(CharData charData, GameMap gameMap) { base.Init(charData, gameMap); }
public CharData[] GetChar(int[] index) { CharData[] charData = new CharData[index.Length]; for (int i = 0; i < index.Length; i++) { charData[i] = chars[index[i]]; } return charData; }
public virtual void Init(CharData charData, GameMap gameMap) { _charData = charData; _gameMap = gameMap; Id = charData.roleId; }
public override void Init(CharData charData, GameMap gameMap) { base.Init(charData, gameMap); _gameMap.curObj = this; }
public override void Init(CharData charData, LogicEntityManager gameMap) { base.Init(charData, gameMap); GlobalClient.GameManager.LogicManager.playerEntity = this; }
public override void Init(CharData charData, LogicEntityManager gameMap) { base.Init(charData, gameMap); _mActorState = new StandActorState(this); }