コード例 #1
0
 public override void Dispose()
 {
     if (!IsDisposed)
     {
         m_player = null;
         m_level  = null;
         if (m_alphaMaskRT != null && !m_alphaMaskRT.IsDisposed)
         {
             m_alphaMaskRT.Dispose();
         }
         m_alphaMaskRT = null;
         if (m_mapScreenRT != null && !m_mapScreenRT.IsDisposed)
         {
             m_mapScreenRT.Dispose();
         }
         m_mapScreenRT = null;
         foreach (var current in m_roomSpriteList)
         {
             current.Dispose();
         }
         m_roomSpriteList.Clear();
         m_roomSpriteList = null;
         foreach (var current2 in m_doorSpriteList)
         {
             current2.Dispose();
         }
         m_doorSpriteList.Clear();
         m_doorSpriteList = null;
         foreach (var current3 in m_iconSpriteList)
         {
             current3.Dispose();
         }
         m_iconSpriteList.Clear();
         m_iconSpriteList = null;
         AddedRoomsList.Clear();
         AddedRoomsList = null;
         m_roomSpritePosList.Clear();
         m_roomSpritePosList = null;
         m_doorSpritePosList.Clear();
         m_doorSpritePosList = null;
         m_iconSpritePosList.Clear();
         m_iconSpritePosList = null;
         m_playerSprite.Dispose();
         m_playerSprite = null;
         foreach (var current4 in m_teleporterList)
         {
             current4.Dispose();
         }
         m_teleporterList.Clear();
         m_teleporterList = null;
         m_teleporterPosList.Clear();
         m_teleporterPosList = null;
         m_xOffsetTween      = null;
         m_yOffsetTween      = null;
         base.Dispose();
     }
 }
コード例 #2
0
 public void AddAllIcons(List <RoomObj> roomList)
 {
     foreach (var current in roomList)
     {
         if (!AddedRoomsList.Contains(current))
         {
             if (current.Name != "Bonus")
             {
                 using (var enumerator2 = current.GameObjList.GetEnumerator())
                 {
                     while (enumerator2.MoveNext())
                     {
                         var current2 = enumerator2.Current;
                         var chestObj = current2 as ChestObj;
                         if (chestObj != null)
                         {
                             SpriteObj spriteObj;
                             if (chestObj.IsOpen)
                             {
                                 spriteObj = new SpriteObj("MapChestUnlocked_Sprite");
                             }
                             else if (chestObj is FairyChestObj)
                             {
                                 spriteObj = new SpriteObj("MapFairyChestIcon_Sprite");
                                 if ((chestObj as FairyChestObj).ConditionType == 10)
                                 {
                                     spriteObj.Opacity = 0.2f;
                                 }
                             }
                             else
                             {
                                 spriteObj = new SpriteObj("MapLockedChestIcon_Sprite");
                             }
                             m_iconSpriteList.Add(spriteObj);
                             spriteObj.AnimationDelay = 0.0333333351f;
                             spriteObj.PlayAnimation();
                             spriteObj.ForceDraw = true;
                             spriteObj.Position  = new Vector2(current2.X / m_spriteScale.X - 8f,
                                                               current2.Y / m_spriteScale.Y - 12f);
                             if (current.IsReversed)
                             {
                                 spriteObj.X -= current2.Width / m_spriteScale.X;
                             }
                             m_iconSpritePosList.Add(spriteObj.Position);
                         }
                     }
                     continue;
                 }
             }
             if (current.Name == "Bonus")
             {
                 var spriteObj2 = new SpriteObj("MapBonusIcon_Sprite");
                 spriteObj2.PlayAnimation();
                 spriteObj2.AnimationDelay = 0.0333333351f;
                 spriteObj2.ForceDraw      = true;
                 spriteObj2.Position       =
                     new Vector2((current.X + current.Width / 2f) / m_spriteScale.X - spriteObj2.Width / 2 - 1f,
                                 (current.Y + current.Height / 2f) / m_spriteScale.Y - spriteObj2.Height / 2 - 2f);
                 m_iconSpriteList.Add(spriteObj2);
                 m_iconSpritePosList.Add(spriteObj2.Position);
             }
         }
     }
 }
コード例 #3
0
 public void ClearRoomsAdded()
 {
     AddedRoomsList.Clear();
 }
コード例 #4
0
 public void AddRoom(RoomObj room)
 {
     if (!AddedRoomsList.Contains(room) && room.Width / 1320 < 5)
     {
         var spriteObj =
             new SpriteObj(string.Concat("MapRoom", room.Width / 1320, "x", room.Height / 720, "_Sprite"));
         spriteObj.Position = new Vector2(room.X / m_spriteScale.X, room.Y / m_spriteScale.Y);
         spriteObj.Scale    = new Vector2((spriteObj.Width - 3f) / spriteObj.Width,
                                          (spriteObj.Height - 3f) / spriteObj.Height);
         spriteObj.ForceDraw    = true;
         spriteObj.TextureColor = room.TextureColor;
         m_roomSpriteList.Add(spriteObj);
         m_roomSpritePosList.Add(spriteObj.Position);
         foreach (var current in room.DoorList)
         {
             if (!(room.Name == "CastleEntrance") || !(current.DoorPosition == "Left"))
             {
                 var flag       = false;
                 var spriteObj2 = new SpriteObj("MapDoor_Sprite");
                 spriteObj2.ForceDraw = true;
                 string doorPosition;
                 if ((doorPosition = current.DoorPosition) != null)
                 {
                     if (!(doorPosition == "Left"))
                     {
                         if (!(doorPosition == "Right"))
                         {
                             if (!(doorPosition == "Bottom"))
                             {
                                 if (doorPosition == "Top")
                                 {
                                     spriteObj2.Rotation = -90f;
                                     spriteObj2.Position = new Vector2(current.X / m_spriteScale.X,
                                                                       current.Y / m_spriteScale.Y + 2f);
                                     flag = true;
                                 }
                             }
                             else
                             {
                                 spriteObj2.Rotation = -90f;
                                 spriteObj2.Position = new Vector2(current.X / m_spriteScale.X,
                                                                   (current.Y + current.Height) / m_spriteScale.Y + 2f);
                                 flag = true;
                             }
                         }
                         else
                         {
                             spriteObj2.Position = new Vector2(room.Bounds.Right / m_spriteScale.X - 5f,
                                                               current.Y / m_spriteScale.Y - 2f);
                             flag = true;
                         }
                     }
                     else
                     {
                         spriteObj2.Position =
                             new Vector2(room.Bounds.Left / m_spriteScale.X - spriteObj2.Width + 2f,
                                         current.Y / m_spriteScale.Y - 2f);
                         flag = true;
                     }
                 }
                 if (flag)
                 {
                     m_doorSpritePosList.Add(spriteObj2.Position);
                     m_doorSpriteList.Add(spriteObj2);
                 }
             }
         }
         if (room.Name != "Bonus" && Game.PlayerStats.Class != 13)
         {
             foreach (var current2 in room.GameObjList)
             {
                 var chestObj = current2 as ChestObj;
                 if (chestObj != null)
                 {
                     SpriteObj spriteObj3;
                     if (chestObj.IsOpen)
                     {
                         spriteObj3 = new SpriteObj("MapChestUnlocked_Sprite");
                     }
                     else if (chestObj is FairyChestObj)
                     {
                         spriteObj3 = new SpriteObj("MapFairyChestIcon_Sprite");
                         if ((chestObj as FairyChestObj).ConditionType == 10)
                         {
                             spriteObj3.Opacity = 0.2f;
                         }
                     }
                     else
                     {
                         spriteObj3 = new SpriteObj("MapLockedChestIcon_Sprite");
                     }
                     m_iconSpriteList.Add(spriteObj3);
                     spriteObj3.AnimationDelay = 0.0333333351f;
                     spriteObj3.PlayAnimation();
                     spriteObj3.ForceDraw = true;
                     spriteObj3.Position  = new Vector2(current2.X / m_spriteScale.X - 8f,
                                                        current2.Y / m_spriteScale.Y - 12f);
                     if (room.IsReversed)
                     {
                         spriteObj3.X -= current2.Width / m_spriteScale.X;
                     }
                     m_iconSpritePosList.Add(spriteObj3.Position);
                 }
             }
         }
         if (room.Name == "EntranceBoss")
         {
             var spriteObj4 = new SpriteObj("MapBossIcon_Sprite");
             spriteObj4.AnimationDelay = 0.0333333351f;
             spriteObj4.ForceDraw      = true;
             spriteObj4.PlayAnimation();
             spriteObj4.Position = new Vector2(
                 (room.X + room.Width / 2f) / m_spriteScale.X - spriteObj4.Width / 2 - 1f,
                 (room.Y + room.Height / 2f) / m_spriteScale.Y - spriteObj4.Height / 2 - 2f);
             m_iconSpriteList.Add(spriteObj4);
             m_iconSpritePosList.Add(spriteObj4.Position);
             m_teleporterList.Add(spriteObj4);
             m_teleporterPosList.Add(spriteObj4.Position);
         }
         else if (room.Name == "Linker")
         {
             var spriteObj5 = new SpriteObj("MapTeleporterIcon_Sprite");
             spriteObj5.AnimationDelay = 0.0333333351f;
             spriteObj5.ForceDraw      = true;
             spriteObj5.PlayAnimation();
             spriteObj5.Position = new Vector2(
                 (room.X + room.Width / 2f) / m_spriteScale.X - spriteObj5.Width / 2 - 1f,
                 (room.Y + room.Height / 2f) / m_spriteScale.Y - spriteObj5.Height / 2 - 2f);
             m_iconSpriteList.Add(spriteObj5);
             m_iconSpritePosList.Add(spriteObj5.Position);
             m_teleporterList.Add(spriteObj5);
             m_teleporterPosList.Add(spriteObj5.Position);
         }
         else if (room.Name == "CastleEntrance")
         {
             var spriteObj6 = new SpriteObj("MapTeleporterIcon_Sprite");
             spriteObj6.AnimationDelay = 0.0333333351f;
             spriteObj6.ForceDraw      = true;
             spriteObj6.PlayAnimation();
             spriteObj6.Position = new Vector2(
                 (room.X + room.Width / 2f) / m_spriteScale.X - spriteObj6.Width / 2 - 1f,
                 (room.Y + room.Height / 2f) / m_spriteScale.Y - spriteObj6.Height / 2 - 2f);
             m_iconSpriteList.Add(spriteObj6);
             m_iconSpritePosList.Add(spriteObj6.Position);
             m_teleporterList.Add(spriteObj6);
             m_teleporterPosList.Add(spriteObj6.Position);
         }
         if (Game.PlayerStats.Class != 13 && room.Name == "Bonus")
         {
             var spriteObj7 = new SpriteObj("MapBonusIcon_Sprite");
             spriteObj7.PlayAnimation();
             spriteObj7.AnimationDelay = 0.0333333351f;
             spriteObj7.ForceDraw      = true;
             spriteObj7.Position       = new Vector2(
                 (room.X + room.Width / 2f) / m_spriteScale.X - spriteObj7.Width / 2 - 1f,
                 (room.Y + room.Height / 2f) / m_spriteScale.Y - spriteObj7.Height / 2 - 2f);
             m_iconSpriteList.Add(spriteObj7);
             m_iconSpritePosList.Add(spriteObj7.Position);
         }
         AddedRoomsList.Add(room);
     }
 }