コード例 #1
0
ファイル: RealmsHud.cs プロジェクト: ErtyHackward/utopia
        public RealmsHud(MainScreen screen,
                         D3DEngine d3DEngine,
                         ToolBarUi toolbar,
                         InputsManager inputManager,
                         CameraManager <ICameraFocused> camManager,
                         PlayerEntityManager playerEntityManager,
                         IWeather weather,
                         IWorldChunks worldChunks
                         ) :
            base(screen, d3DEngine, toolbar, inputManager, camManager, playerEntityManager, weather, worldChunks)
        {
            _screen    = screen;
            _d3DEngine = d3DEngine;

            _d3DEngine.ScreenSize_Updated += UpdateLayout;
        }
コード例 #2
0
        public Hud(MainScreen screen,
                   D3DEngine d3DEngine,
                   ToolBarUi toolbar,
                   InputsManager inputManager,
                   CameraManager <ICameraFocused> camManager,
                   PlayerEntityManager playerEntityManager,
                   IWeather weather,
                   IWorldChunks worldChunks)
        {
            IsDefferedLoadContent = true;

            _screen              = screen;
            _inputManager        = inputManager;
            _playerEntityManager = playerEntityManager;

            _d3DEngine = d3DEngine;
            DrawOrders.UpdateIndex(0, 10000);
            _d3DEngine.ScreenSize_Updated += D3DEngineViewPortUpdated;
            ToolbarUi           = toolbar;
            toolbar.LayoutFlags = ControlLayoutFlags.Skip;
            _camManager         = camManager;

            _inputManager.KeyboardManager.IsRunning = true;
            IsHidden = false;

            _tooltip                   = new TooltipControl();
            _energyBar                 = new EnergyBarsContainer(d3DEngine, playerEntityManager);
            _energyBar.LayoutFlags     = ControlLayoutFlags.Skip;
            _energyBar.Bounds.Location = new UniVector(0, 0); //Always bound to top left location of the screen !

            _weatherContainer                 = new WeatherContainer(d3DEngine, weather, worldChunks, playerEntityManager);
            _weatherContainer.LayoutFlags     = ControlLayoutFlags.Skip;
            _weatherContainer.Bounds.Location = new UniVector(0, 0); //Always bound to top left location of the screen !

            _screen.ToolTipShow += _screen_ToolTipShow;
            _screen.ToolTipHide += _screen_ToolTipHide;
        }