コード例 #1
0
ファイル: Entity.cs プロジェクト: fiahil/Kaboom
 /// <summary>
 /// Construct a new entity
 /// </summary>
 /// <param name="zindex">Z-Axis' indice of supperposition</param>
 /// <param name="tile">Texture associated with the entity</param>
 /// <param name="visibility">Entity's visibility</param>
 public Entity(int zindex, SpriteSheet tile, EVisibility visibility = EVisibility.Transparent)
 {
     this.ZIndex = zindex;
     this.Visibility = visibility;
     this.Tile = tile;
     this.Consistency = EConsistence.Real;
 }
コード例 #2
0
ファイル: Explodable.cs プロジェクト: fiahil/Kaboom
 public Explosable(int zindex, SpriteSheet tile, EVisibility visibility = EVisibility.Opaque)
     : base(zindex, tile, visibility)
 {
     readyToExplode_ = false;
     timeBeforeExplosion_ = 0;
     animationLaunched_ = false;
     MarkedForDestruction = false;
 }
コード例 #3
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        public virtual void SetVisible(EVisibility modifier)
        {
            bool vis = modifier == EVisibility.all;

            foreach (PropertyCommand pc in PropertyCommands)
            {
                pc.Visible = vis;
            }
        }
コード例 #4
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        public static void initializeWorldEditor()
        {
            Omni.self.Print(" % - Initializing World Editor");
            Profiles.initialize();
            Cursor.initialize();
            guiCreateNewTerrainGui.initialize();
            GenericPromptDialog.initialize();
            guiTerrainImportGui.initialize();
            guiTerrainExportGui.initialize();
            EditorGui.initialize();
            objectBuilderGui.initialize();
            TerrainEditorVSettingsGui.initialize();
            EditorChooseLevelGui.initialize();
            VisibilityLayerWindow.initialize();
            ManageBookmarksWindow.initialize();
            ManageSFXParametersWindow.initialize();
            TimeAdjustGui.initialize();
            AddFMODProjectDlg.initialize();
            SelectObjectsWindow.initialize();
            ProceduralTerrainPainterGui.initialize();
            MenuHandlers.initialize();
            editor.initialize();
            editor_bind_ed.initialize();
            EditorGui.editorPrefsInitialize();
            ESelectObjectsWindow.initialize();
            TerrainEditorPlugin.LoadTerrainEditorTextureFileSpec();
            // Create the default editor plugins before calling buildMenus.
            ObjectCreator oWorldEditorPlugin = new ObjectCreator("ScriptObject", "WorldEditorPlugin", typeof(WorldEditorPlugin));

            oWorldEditorPlugin["editorGui"] = "EWorldEditor";
            oWorldEditorPlugin.Create();

            // aka. The ObjectEditor.
            ObjectCreator oWorldEditorInspectorPlugin = new ObjectCreator("ScriptObject", "WorldEditorInspectorPlugin", typeof(WorldEditorInspectorPlugin));

            oWorldEditorInspectorPlugin["editorGui"] = "EWorldEditor";
            oWorldEditorInspectorPlugin.Create();

            ObjectCreator oTerrainEditorPlugin = new ObjectCreator("ScriptObject", "TerrainEditorPlugin", typeof(TerrainEditorPlugin));

            oTerrainEditorPlugin["editorGui"] = "ETerrainEditor";
            oTerrainEditorPlugin.Create();

            ObjectCreator oTerrainPainterPlugin = new ObjectCreator("ScriptObject", "TerrainPainterPlugin", typeof(TerrainPainterPlugin));

            oTerrainPainterPlugin["editorGui"] = "ETerrainEditor";
            oTerrainPainterPlugin.Create();

            ObjectCreator oMaterialEditorPlugin = new ObjectCreator("ScriptObject", "MaterialEditorPlugin", typeof(MaterialEditorPlugin));

            oMaterialEditorPlugin["editorGui"] = "EWorldEditor";
            oMaterialEditorPlugin.Create();

            // Expose stock visibility/debug options.
            EVisibility EVisibility = "EVisibility";

            EVisibility.addOption("Render: Zones", "$Zone::isRenderable", "");
            EVisibility.addOption("Render: Portals", "$Portal::isRenderable", "");
            EVisibility.addOption("Render: Occlusion Volumes", "$OcclusionVolume::isRenderable", "");
            EVisibility.addOption("Render: Triggers", "$Trigger::renderTriggers", "");
            EVisibility.addOption("Render: PhysicalZones", "$PhysicalZone::renderZones", "");
            EVisibility.addOption("Render: Sound Emitters", "$SFXEmitter::renderEmitters", "");
            EVisibility.addOption("Render: Mission Area", "EWorldEditor.renderMissionArea", "");
            EVisibility.addOption("Render: Sound Spaces", "$SFXSpace::isRenderable", "");
            EVisibility.addOption("Wireframe Mode", "$gfx::wireframe", "");
            EVisibility.addOption("Debug Render: Player Collision", "$Player::renderCollision", "");
            EVisibility.addOption("Debug Render: Terrain", "TerrainBlock::debugRender", "");
            EVisibility.addOption("Debug Render: Decals", "$Decals::debugRender", "");
            EVisibility.addOption("Debug Render: Light Frustums", "$Light::renderLightFrustums", "");
            EVisibility.addOption("Debug Render: Bounding Boxes", "$Scene::renderBoundingBoxes", "");
            EVisibility.addOption("AL: Disable Shadows", "$Shadows::disable", "");
            EVisibility.addOption("AL: Light Color Viz", "$AL_LightColorVisualizeVar", "toggleLightColorViz");
            EVisibility.addOption("AL: Light Specular Viz", "$AL_LightSpecularVisualizeVar", "toggleLightSpecularViz");
            EVisibility.addOption("AL: Normals Viz", "$AL_NormalsVisualizeVar", "toggleNormalsViz");
            EVisibility.addOption("AL: Depth Viz", "$AL_DepthVisualizeVar", "toggleDepthViz");
            EVisibility.addOption("Frustum Lock", "$Scene::lockCull", "");
            EVisibility.addOption("Disable Zone Culling", "$Scene::disableZoneCulling", "");
            EVisibility.addOption("Disable Terrain Occlusion", "$Scene::disableTerrainOcclusion", "");
        }
コード例 #5
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        public SelectCriteria(EVisibility visibility)
        {
            init();

            Visible = visibility;
        }