protected virtual void ClientAddShadowRenderer(ClientInitializeData data) { var shadowScale = this.CalculateShadowScale(data.ClientState); data.ClientState.RendererShadow = ClientShadowHelper.AddShadowRenderer( data.GameObject, scaleMultiplier: shadowScale); }
public IComponentSpriteRenderer ClientCreateShadowRenderer(IWorldObject worldObject, double scaleMultiplier) { var rendererShadow = ClientShadowHelper.AddShadowRenderer( worldObject, scaleMultiplier: (float)scaleMultiplier); if (rendererShadow is null) { return(null); } rendererShadow.Color = Color.FromArgb(0xAA, 0x00, 0x00, 0x00); rendererShadow.DrawOrder = DrawOrder.Shadow; this.ClientSetupShadowRenderer(rendererShadow, scaleMultiplier); return(rendererShadow); }
protected virtual IComponentSpriteRenderer ClientCreateRendererShadow( IDynamicWorldObject worldObject, double scaleMultiplier) { var rendererShadow = ClientShadowHelper.AddShadowRenderer( worldObject, scaleMultiplier: (float)scaleMultiplier); if (rendererShadow is null) { return(null); } rendererShadow.PositionOffset = default; rendererShadow.Color = Color.FromArgb((byte)(byte.MaxValue * this.ShadowOpacity), 0x00, 0x00, 0x00); rendererShadow.DrawOrder = DrawOrder.Shadow; return(rendererShadow); }