コード例 #1
0
        public void Update(float dt)
        {
            bool gravity = true;

            if (gravity)
            {
                ddPos.Y -= 10f;
            }
            Vector2 OlddPos = dPos;

            dPos += ddPos * acc * dt;
            Pos  += (dPos + OlddPos) * 0.5f * dt;
            ddPos = Vector2.Zero;
            dPos *= 1f - drag;
            switch (Direction)
            {
            case FacingDirection.Right:
                tex_id = TextureID.player_right;
                break;

            case FacingDirection.Left:
                tex_id = TextureID.player_left;
                break;
            }
        }
コード例 #2
0
ファイル: Element.cs プロジェクト: Geramy/TFAGame
 public Element(ElementData data, ElementType type)
 {
     Parent = null;
     eType  = type;
     eData  = data;
     if (eData != null)
     {
         CurrentID = eData.ID.textureID;
     }
     Children = new List <Element>();
     if (data == null)
     {
         return;
     }
     Width  = eData.ImageData.Size.Width;
     Height = eData.ImageData.Size.Height;
     if (type == ElementType.Button)
     {
         ElementProperties OnClickProperty = GetProperty(data.Properties, ElementProperties.PropertyType.OnClick);
         Bitmap            click_img       = null;
         TextureID         click_id        = null;
         if (OnClickProperty != null)
         {
             EventData    = new ElementData[1];
             EventData[0] = new ElementData(click_img, click_id, data.Properties);
             EventData[0].ImageEventType = ElementEventType.MouseOver;
         }
         OnEvent += Element_OnEvent;
     }
 }
コード例 #3
0
        private void InitializeTextures()
        {
            Textures_2D = new List <Texture2D>();
            int count = (int)TextureID.MAX_TEXTURES;

            for (int i = 0; i < count; i++)
            {
                TextureID t = (TextureID)i;
                if (t == TextureID.pixel)
                {
                    Textures_2D.Add(GetPixelTexture(Color.White));
                }
                else
                {
                    if (t == TextureID.font)
                    {
                        font = Content.Load <SpriteFont>("Font");
                        Textures_2D.Add(font.Texture);
                    }
                    else
                    {
                        LoadTexture(t.ToString());
                    }
                }
            }
        }
コード例 #4
0
ファイル: MTA.cs プロジェクト: CosmewGH/Kami-Modpack-Builder
        /*
         * public void read(FileData f)
         * {
         *  f.Endian = Endian;
         *  if (f.size() < 4)
         *      return;
         *
         *  f.seek(24);
         *  int matCount = f.readInt();
         *  int matOffset = f.readInt();
         *  int returnPos;
         *  f.seek(matOffset);
         *  for (int i = 0; i < matCount; i++)
         *  {
         *      returnPos = f.pos() + 4;
         *      f.seek(f.readInt());
         *      MatEntry tempMatEntry = new MatEntry();
         *      tempMatEntry.read(f);
         *      matEntries.Add(tempMatEntry);
         *      f.seek(returnPos);
         *  }
         * }
         */
        public void read(FileData f, short idStart)
        {
            f.Endian = Endian;
            if (f.size() < 4)
            {
                return;
            }

            while (true)
            {
                if (f.pos() > f.eof() - 8)
                {
                    return;
                }

                int   offset = f.pos();
                short idHead = f.readShort();
                if (idHead == idStart)
                {
                    TextureID id = new TextureID();
                    id.offset = offset;
                    id.id     = (idHead << 16) + f.readShort();
                    ids.Add(id);
                }
                else
                {
                    f.skip(2);
                }
            }
        }
コード例 #5
0
ファイル: ThemeManager.cs プロジェクト: nivhs/ThemeMixer
        public float GetTilingValue(TextureID textureID)
        {
            switch (textureID)
            {
            case TextureID.GrassDiffuseTexture: return((float)(CurrentMix.Terrain.GrassDiffuseTexture.CustomValue ?? CurrentMix.Terrain.GrassDiffuseTexture.Value));

            case TextureID.RuinedDiffuseTexture: return((float)(CurrentMix.Terrain.RuinedDiffuseTexture.CustomValue ?? CurrentMix.Terrain.RuinedDiffuseTexture.Value));

            case TextureID.PavementDiffuseTexture: return((float)(CurrentMix.Terrain.PavementDiffuseTexture.CustomValue ?? CurrentMix.Terrain.PavementDiffuseTexture.Value));

            case TextureID.GravelDiffuseTexture: return((float)(CurrentMix.Terrain.GravelDiffuseTexture.CustomValue ?? CurrentMix.Terrain.GravelDiffuseTexture.Value));

            case TextureID.CliffDiffuseTexture: return((float)(CurrentMix.Terrain.CliffDiffuseTexture.CustomValue ?? CurrentMix.Terrain.CliffDiffuseTexture.Value));

            case TextureID.SandDiffuseTexture: return((float)(CurrentMix.Terrain.SandDiffuseTexture.CustomValue ?? CurrentMix.Terrain.SandDiffuseTexture.Value));

            case TextureID.OilDiffuseTexture: return((float)(CurrentMix.Terrain.OilDiffuseTexture.CustomValue ?? CurrentMix.Terrain.OilDiffuseTexture.Value));

            case TextureID.OreDiffuseTexture: return((float)(CurrentMix.Terrain.OreDiffuseTexture.CustomValue ?? CurrentMix.Terrain.OreDiffuseTexture.Value));

            case TextureID.CliffSandNormalTexture: return((float)(CurrentMix.Terrain.CliffSandNormalTexture.CustomValue ?? CurrentMix.Terrain.CliffSandNormalTexture.Value));

            default: return(0.5f);
            }
        }
 public GameTexture(TextureID id, Texture2D xnaTexture, string name, int tilesX, int tilesY)
 {
     Id         = id;
     Name       = name;
     TilesX     = tilesX;
     TilesY     = tilesY;
     XnaTexture = xnaTexture;
 }
コード例 #7
0
ファイル: Util.cs プロジェクト: msmshazan/Monogame-Game-Jam
 public DrawCommand(string String, float zindex, Rect Drect, Color shade)
 {
     tex_id          = TextureID.font;
     Zindex          = zindex;
     SourceRectangle = Rect.Zero;
     DestRectangle   = Drect;
     Type            = DrawCommandType.DrawString;
     tint            = shade;
     str             = String;
 }
コード例 #8
0
ファイル: Util.cs プロジェクト: msmshazan/Monogame-Game-Jam
 public DrawCommand(string String, float zindex, Rect Srect, Rect Drect, Color shade)
 {
     tex_id          = 0;
     Zindex          = zindex;
     SourceRectangle = Srect;
     DestRectangle   = Drect;
     Type            = DrawCommandType.DrawString;
     tint            = shade;
     str             = String;
 }
コード例 #9
0
ファイル: Util.cs プロジェクト: msmshazan/Monogame-Game-Jam
 public DrawCommand(TextureID textureID, float zindex, Rect Srect, Rect Drect)
 {
     tex_id          = textureID;
     Zindex          = zindex;
     SourceRectangle = Srect;
     DestRectangle   = Drect;
     Type            = DrawCommandType.DrawTexture;
     tint            = Color.White;
     str             = "";
 }
コード例 #10
0
ファイル: Util.cs プロジェクト: msmshazan/Monogame-Game-Jam
 public DrawCommand(TextureID textureID, float zindex, Rect Drect, Color shade)
 {
     tex_id          = textureID;
     Zindex          = zindex;
     SourceRectangle = Rect.Zero;
     DestRectangle   = Drect;
     Type            = DrawCommandType.DrawTexture;
     tint            = shade;
     str             = "";
 }
コード例 #11
0
        public NetSprite(TextureID textureID, Vector3 position, Single scale, Single rotation, Color tint)
        {
            Texture  = textureID;
            Scale    = scale;
            Rotation = rotation;
            Tint     = tint;
            Position = position;

            raw = new byte[END_INDEX + 1];
            Initialize();
        }
コード例 #12
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        public static string GetTextureName(TextureID textureID)
        {
            string textureName;

            if (!TextureNames.TryGetValue(textureID, out textureName))
            {
                // if couldn't be found, use air
                Debug.Log("TextureID's texture name not found in dictionary");
                TextureNames.TryGetValue(TextureID.NULL, out textureName);
            }
            return(textureName);
        }
コード例 #13
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 public void Init(float z, Vector2 pos)
 {
     Dim       = new Vector2(16f, 23f);
     tex_id    = TextureID.player_right;
     Direction = FacingDirection.Right;
     Pos       = pos;
     Zindex    = z;
     OnGround  = false;
     Jumping   = false;
     acc       = 200f;
     drag      = 0.009f;
     Inventory = new List <Item>();
 }
コード例 #14
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    private void UpdateServerProperty()
    {
        uint bindMask = BindMask;

        m_bCanAuction         = ItemDefine.isBindMaskEnable(GameCmd.enumItemBindType.BindItemType_Shop, bindMask);
        m_bCanSell2NPC        = ItemDefine.isBindMaskEnable(GameCmd.enumItemBindType.BindItemType_Sell, bindMask);
        m_bCanStore2WareHouse = ItemDefine.isBindMaskEnable(GameCmd.enumItemBindType.BindItemType_Store, bindMask);
        m_bIsBind             = bindMask != 0 && ItemDefine.IsBind(bindMask);

        m_QulityType = ItemDefine.ItemQualityType.White;
        int quality = 0;

        if (IsEquip)
        {
            quality = AdditionAttrCount;
        }
        else
        {
            quality = (int)BaseData.quality;
        }
        if (quality > (int)ItemDefine.ItemQualityType.White &&
            quality < (int)ItemDefine.ItemQualityType.Max)
        {
            m_QulityType = (ItemDefine.ItemQualityType)quality;
        }

        m_strBorderIcon = ItemDefine.GetItemBorderIcon(QualityType);

        m_strName = GetNameNGUIColor() + LocalName;
        if (IsForgingEquip)
        {
            uint refineLevel = GetItemAttribute(GameCmd.eItemAttribute.Item_Attribute_RefineLevel);
            if (refineLevel > 0)
            {
                m_strName = m_strName + "+" + refineLevel;
            }
        }

        m_strNameForTips = GetNameNGUIColor(true) + LocalName;
        if (IsForgingEquip)
        {
            uint refineLevel = GetItemAttribute(GameCmd.eItemAttribute.Item_Attribute_RefineLevel);
            if (refineLevel > 0)
            {
                m_strNameForTips = m_strNameForTips + "+" + refineLevel;
            }
        }

        m_TipsTipIcon = ItemDefine.GetItemTipsTopIcon(QualityType);
        UpdateLocation();
    }
コード例 #15
0
ファイル: TEXN.cs プロジェクト: psyouloveme/ShenmueDKSharp
        protected override void _Read(BinaryReader reader)
        {
            Offset = (uint)reader.BaseStream.Position;

            Identifier = reader.ReadUInt32();
            EntrySize  = reader.ReadUInt32();

            TextureID        = new TextureID(reader);
            FileName         = String.Format("{0}.{1}.TEXN", Helper.ByteArrayToString(BitConverter.GetBytes(TextureID.Data)), TextureID.Name.Replace("\0", "_"));
            Texture          = new PVRT(reader);
            Texture.FileName = String.Format("{0}.{1}.PVR", Helper.ByteArrayToString(BitConverter.GetBytes(TextureID.Data)), TextureID.Name.Replace("\0", "_"));

            reader.BaseStream.Seek(Offset + EntrySize, SeekOrigin.Begin);
        }
コード例 #16
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 public override void Parse(byte[] data)
 {
     Texture     = new TextureID(data, ID_INDEX);
     RawScale    = data[SCALE_INDEX];
     RawRotation = BitConverter.ToInt16(data, ROTATION_INDEX);
     RawColor    = new Vector4(
         (float)data[COLOR_INDEX],
         (float)data[COLOR_INDEX + 1],
         (float)data[COLOR_INDEX + 2],
         (float)data[COLOR_INDEX + 3]);
     Position = new Vector3(
         BitConverter.ToInt16(raw, POSITION_INDEX),
         BitConverter.ToInt16(raw, POSITION_INDEX + 2),
         BitConverter.ToInt16(raw, POSITION_INDEX + 4));
 }
コード例 #17
0
ファイル: TXT7.cs プロジェクト: psyouloveme/ShenmueDKSharp
        public Texture GetTexture(TextureID textureID)
        {
            for (int i = 0; i < Entries.Count; i++)
            {
                TXT7Entry entry = Entries[i];
                if (entry.TextureID == textureID)
                {
                    return(Textures[i]);
                }
            }
            Texture tex = new Texture();

            tex.TextureID = textureID;
            return(tex);
        }
コード例 #18
0
ファイル: ThemeManager.cs プロジェクト: nivhs/ThemeMixer
        public bool IsSelected(string themeID, TextureID textureID)
        {
            switch (textureID)
            {
            case TextureID.GrassDiffuseTexture: return(CurrentMix.Terrain.GrassDiffuseTexture.IsSelected(themeID));

            case TextureID.RuinedDiffuseTexture: return(CurrentMix.Terrain.RuinedDiffuseTexture.IsSelected(themeID));

            case TextureID.PavementDiffuseTexture: return(CurrentMix.Terrain.PavementDiffuseTexture.IsSelected(themeID));

            case TextureID.GravelDiffuseTexture: return(CurrentMix.Terrain.GravelDiffuseTexture.IsSelected(themeID));

            case TextureID.CliffDiffuseTexture: return(CurrentMix.Terrain.CliffDiffuseTexture.IsSelected(themeID));

            case TextureID.SandDiffuseTexture: return(CurrentMix.Terrain.SandDiffuseTexture.IsSelected(themeID));

            case TextureID.OilDiffuseTexture: return(CurrentMix.Terrain.OilDiffuseTexture.IsSelected(themeID));

            case TextureID.OreDiffuseTexture: return(CurrentMix.Terrain.OreDiffuseTexture.IsSelected(themeID));

            case TextureID.CliffSandNormalTexture: return(CurrentMix.Terrain.CliffSandNormalTexture.IsSelected(themeID));

            case TextureID.UpwardRoadDiffuse: return(CurrentMix.Structures.UpwardRoadDiffuse.IsSelected(themeID));

            case TextureID.DownwardRoadDiffuse: return(CurrentMix.Structures.DownwardRoadDiffuse.IsSelected(themeID));

            case TextureID.BuildingFloorDiffuse: return(CurrentMix.Structures.BuildingFloorDiffuse.IsSelected(themeID));

            case TextureID.BuildingBaseDiffuse: return(CurrentMix.Structures.BuildingBaseDiffuse.IsSelected(themeID));

            case TextureID.BuildingBaseNormal: return(CurrentMix.Structures.BuildingBaseNormal.IsSelected(themeID));

            case TextureID.BuildingBurntDiffuse: return(CurrentMix.Structures.BuildingBurntDiffuse.IsSelected(themeID));

            case TextureID.BuildingAbandonedDiffuse: return(CurrentMix.Structures.BuildingAbandonedDiffuse.IsSelected(themeID));

            case TextureID.LightColorPalette: return(CurrentMix.Structures.LightColorPalette.IsSelected(themeID));

            case TextureID.MoonTexture: return(CurrentMix.Atmosphere.MoonTexture.IsSelected(themeID));

            case TextureID.WaterFoam: return(CurrentMix.Water.WaterFoam.IsSelected(themeID));

            case TextureID.WaterNormal: return(CurrentMix.Water.WaterNormal.IsSelected(themeID));

            default: return(false);
            }
        }
コード例 #19
0
ファイル: ThemeManager.cs プロジェクト: nivhs/ThemeMixer
        public void LoadTexture(TextureID textureID, string themeID)
        {
            switch (textureID)
            {
            case TextureID.GrassDiffuseTexture: CurrentMix.Terrain.GrassDiffuseTexture.Load(themeID); break;

            case TextureID.RuinedDiffuseTexture: CurrentMix.Terrain.RuinedDiffuseTexture.Load(themeID); break;

            case TextureID.PavementDiffuseTexture: CurrentMix.Terrain.PavementDiffuseTexture.Load(themeID); break;

            case TextureID.GravelDiffuseTexture: CurrentMix.Terrain.GravelDiffuseTexture.Load(themeID); break;

            case TextureID.CliffDiffuseTexture: CurrentMix.Terrain.CliffDiffuseTexture.Load(themeID); break;

            case TextureID.SandDiffuseTexture: CurrentMix.Terrain.SandDiffuseTexture.Load(themeID); break;

            case TextureID.OilDiffuseTexture: CurrentMix.Terrain.OilDiffuseTexture.Load(themeID); break;

            case TextureID.OreDiffuseTexture: CurrentMix.Terrain.OreDiffuseTexture.Load(themeID); break;

            case TextureID.CliffSandNormalTexture: CurrentMix.Terrain.CliffSandNormalTexture.Load(themeID); break;

            case TextureID.UpwardRoadDiffuse: CurrentMix.Structures.UpwardRoadDiffuse.Load(themeID); break;

            case TextureID.DownwardRoadDiffuse: CurrentMix.Structures.DownwardRoadDiffuse.Load(themeID); break;

            case TextureID.BuildingFloorDiffuse: CurrentMix.Structures.BuildingFloorDiffuse.Load(themeID); break;

            case TextureID.BuildingBaseDiffuse: CurrentMix.Structures.BuildingBaseDiffuse.Load(themeID); break;

            case TextureID.BuildingBaseNormal: CurrentMix.Structures.BuildingBaseNormal.Load(themeID); break;

            case TextureID.BuildingBurntDiffuse: CurrentMix.Structures.BuildingBurntDiffuse.Load(themeID); break;

            case TextureID.BuildingAbandonedDiffuse: CurrentMix.Structures.BuildingAbandonedDiffuse.Load(themeID); break;

            case TextureID.LightColorPalette: CurrentMix.Structures.LightColorPalette.Load(themeID); break;

            case TextureID.MoonTexture: CurrentMix.Atmosphere.MoonTexture.Load(themeID); break;

            case TextureID.WaterFoam: CurrentMix.Water.WaterFoam.Load(themeID); break;

            case TextureID.WaterNormal: CurrentMix.Water.WaterNormal.Load(themeID); break;
            }
            SaveLocalMix();
            EventUIDirty?.Invoke(this, new UIDirtyEventArgs(CurrentMix));
        }
コード例 #20
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        public static string TextureToTranslationID(TextureID textureID)
        {
            switch (textureID)
            {
            case TextureID.GrassDiffuseTexture: return(LABEL_GRASS_DIFFUSE);

            case TextureID.RuinedDiffuseTexture: return(LABEL_RUINED_DIFFUSE);

            case TextureID.PavementDiffuseTexture: return(LABEL_PAVEMENT_DIFFUSE);

            case TextureID.GravelDiffuseTexture: return(LABEL_GRAVEL_DIFFUSE);

            case TextureID.CliffDiffuseTexture: return(LABEL_CLIFF_DIFFUSE);

            case TextureID.SandDiffuseTexture: return(LABEL_SAND_DIFFUSE);

            case TextureID.OilDiffuseTexture: return(LABEL_OIL_DIFFUSE);

            case TextureID.OreDiffuseTexture: return(LABEL_ORE_DIFFUSE);

            case TextureID.CliffSandNormalTexture: return(LABEL_CLIFFSAND_NORMAL);

            case TextureID.UpwardRoadDiffuse: return(LABEL_UPWARD_ROAD_DIFFUSE);

            case TextureID.DownwardRoadDiffuse: return(LABEL_DOWNWARD_ROAD_DIFFUSE);

            case TextureID.BuildingFloorDiffuse: return(LABEL_BUILDING_FLOOR_DIFFUSE);

            case TextureID.BuildingBaseDiffuse: return(LABEL_BUILDING_BASE_DIFFUSE);

            case TextureID.BuildingBaseNormal: return(LABEL_BUILDING_BASE_NORMAL);

            case TextureID.BuildingBurntDiffuse: return(LABEL_BUILDING_BURNT_DIFFUSE);

            case TextureID.BuildingAbandonedDiffuse: return(LABEL_BUILDING_ABANDONED_DIFFUSE);

            case TextureID.LightColorPalette: return(LABEL_LIGHT_COLOR_PALETTE);

            case TextureID.MoonTexture: return(LABEL_MOON_DIFFUSE);

            case TextureID.WaterFoam: return(LABEL_WATER_FOAM);

            case TextureID.WaterNormal: return(LABEL_WATER_NORMAL);

            default: return(string.Empty);
            }
        }
コード例 #21
0
ファイル: TEXN.cs プロジェクト: psyouloveme/ShenmueDKSharp
 protected override void _Write(BinaryWriter writer)
 {
     Offset = (uint)writer.BaseStream.Position;
     writer.Write(Identifier);
     writer.Write(EntrySize);
     TextureID.Write(writer);
     if (WriteTextureBuffer)
     {
         Texture.WriteBuffer(writer);
     }
     else
     {
         Texture.Write(writer);
     }
     writer.Write((UInt64)0); //Padding
     EntrySize = (uint)(writer.BaseStream.Position - Offset);
     writer.BaseStream.Seek(Offset + 4, SeekOrigin.Begin);
     writer.Write(EntrySize);
     writer.BaseStream.Seek(Offset + EntrySize, SeekOrigin.Begin);
 }
コード例 #22
0
ファイル: ThemeManager.cs プロジェクト: nivhs/ThemeMixer
        internal void OnTilingChanged(TextureID textureID, float value)
        {
            switch (textureID)
            {
            case TextureID.GrassDiffuseTexture: CurrentMix.Terrain.GrassDiffuseTexture.SetCustomValue(value); break;

            case TextureID.RuinedDiffuseTexture: CurrentMix.Terrain.RuinedDiffuseTexture.SetCustomValue(value); break;

            case TextureID.PavementDiffuseTexture: CurrentMix.Terrain.PavementDiffuseTexture.SetCustomValue(value); break;

            case TextureID.GravelDiffuseTexture: CurrentMix.Terrain.GravelDiffuseTexture.SetCustomValue(value); break;

            case TextureID.CliffDiffuseTexture: CurrentMix.Terrain.CliffDiffuseTexture.SetCustomValue(value); break;

            case TextureID.SandDiffuseTexture: CurrentMix.Terrain.SandDiffuseTexture.SetCustomValue(value); break;

            case TextureID.OilDiffuseTexture: CurrentMix.Terrain.OilDiffuseTexture.SetCustomValue(value); break;

            case TextureID.OreDiffuseTexture: CurrentMix.Terrain.OreDiffuseTexture.SetCustomValue(value); break;

            case TextureID.CliffSandNormalTexture: CurrentMix.Terrain.CliffSandNormalTexture.SetCustomValue(value); break;
            }
            SaveLocalMix();
        }
コード例 #23
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    /// <summary>
    /// 根据物品品质获取tips顶部背景(公共图集)
    /// </summary>
    /// <param name="num"> (装备为附加属性条目数,其他物品为附加品质)</param>
    /// <returns></returns>
    public static TextureID GetItemTipsTopIcon(ItemQualityType qType)
    {
        TextureID textureId = TextureID.Biankuang_tips_hui;

        switch (qType)
        {
        case ItemDefine.ItemQualityType.White:
            textureId = TextureID.Biankuang_tips_hui;
            break;

        case ItemDefine.ItemQualityType.Yellow:
            textureId = TextureID.Biankuang_tips_danhuang;
            break;

        case ItemDefine.ItemQualityType.Green:
            textureId = TextureID.Biankuang_tips_lv;
            break;

        case ItemDefine.ItemQualityType.Blue:
            textureId = TextureID.Biankuang_tips_lan;
            break;

        case ItemDefine.ItemQualityType.Purple:
            textureId = TextureID.Biankuang_tips_zi;
            break;

        case ItemDefine.ItemQualityType.Orange:
            textureId = TextureID.Biankuang_tips_huang;
            break;

        default:
            textureId = TextureID.Biankuang_tips_hui;
            break;
        }
        return(textureId);
    }
コード例 #24
0
 public static void SetGlobalTexture(TextureID id, Texture value)
 {
     Shader.SetGlobalTexture(_TextureIDs[(int)id], value);
 }
コード例 #25
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 public static int GetTexturePropertyID(TextureID id)
 {
     return(_TextureIDs[(int)id]);
 }
コード例 #26
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 public override int GetHashCode()
 {
     return(AmbientColor.GetHashCode() ^ DiffuseColor.GetHashCode() ^ SpecularColor.GetHashCode() ^ Exponent.GetHashCode() ^
            TextureID.GetHashCode() ^ Flags.GetHashCode());
 }
コード例 #27
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 public void cleanUp()
 {
     GL.DeleteTextures(TextureID.Count, TextureID.ToArray());
     this.TextureID.Clear();
     this.TextureID = null;
 }
コード例 #28
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ファイル: Frame.cs プロジェクト: d3x0r/Voxelarium
		internal virtual void SetTexture( TextureID TextureNum ) { this.TextureNum = TextureNum; }
コード例 #29
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ファイル: Element.cs プロジェクト: Geramy/TFAGame
 public ElementData(Bitmap img, TextureID tID, ElementProperties[] properties)
 {
     ImageData = img;
     ID = tID;
     Properties = properties;
 }
コード例 #30
0
ファイル: TEXN.cs プロジェクト: psyouloveme/ShenmueDKSharp
 public void WriteHeader(BinaryWriter writer)
 {
     writer.Write(Identifier);
     writer.Write(EntrySize);
     TextureID.Write(writer);
 }
コード例 #31
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 public ItemsCoast()
     : base()
 {
     Color   = Color.Black;
     Texture = new TextureID();
 }
コード例 #32
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 public void ReadTextureID(BinaryReader reader)
 {
     TextureID = new TextureID(reader);
 }