public CameraController(World world, CameraManager cameraManager, Point windowCenter, bool cameraEnabled) : base(world) { this.CameraManager = cameraManager; this.CameraEnabled = cameraEnabled; this.WindowCenter = windowCenter; }
public WorldState(Application application, string scene = "") : base(application) { CameraManager = new CameraManager(); World = new World(Application.Root, CameraManager, scene); CameraManager.CameraChanged += OnActiveCameraChanged; }
public BotController(World world, CameraManager cameraManager, Point windowCenter) : base(world, cameraManager, windowCenter, false) { this.Strategy = new EmptyStrategy(this); // TODO: Remove this AggressionFactor = 1; WaitDelay = 3; }
public BotManager(World world, CameraManager cameraManager, BattleSystem battleSystem, string[] playerNames, Point windowCenter) { this.World = world; this.CameraManager = cameraManager; this.BattleSystem = battleSystem; this.PlayerNames = playerNames; this.WindowCenter = windowCenter; Reset(); }
public MuzzleFlashEffect(World world, Character character, Vector3 weaponWorldPosition) { this.World = world; Billboard = World.CreateDecayableBillboard(BillboardSystemType.MuzzleFlash, character.ConvertWeaponToWorldPosition(weaponWorldPosition)); for (int i = 0; i < Lights.Length; ++i) { Lights[i] = World.CreateLight(character.ConvertWeaponToWorldPosition(weaponWorldPosition + GetScaledOffset(LightOffsets[i]))); Lights[i].Type = Light.LightTypes.LT_POINT; Lights[i].SetAttenuation(5, 0, 0, 0.5f); // Soften the flash to 30% (remember, there are four lights) Lights[i].SetDiffuseColour(0.1f, 0.1f, 0.1f); } Alive = true; }
public void ParseDotScene(String SceneName, String groupName, SceneManager yourSceneMgr, SceneNode pAttachNode, List<Vector3> searchGraphVertices, World world) { // set up shared object values GroupName = groupName; SceneManager = yourSceneMgr; this.StaticObjects = new List<string>(); this.DynamicObjects = new List<string>(); this.World = world; this.SearchGraphVertices = searchGraphVertices; XmlDocument XMLDoc = null; XmlElement XMLRoot; if (!SceneName.ToLower().EndsWith(".scene")) SceneName = SceneName + ".scene"; DataStreamPtr pStream = ResourceGroupManager.Singleton.OpenResource(SceneName, groupName); String data = pStream.AsString; // Open the .scene File XMLDoc = new XmlDocument(); XMLDoc.LoadXml(data); pStream.Close(); // Validate the File XMLRoot = XMLDoc.DocumentElement; if (XMLRoot.Name != "scene") { LogManager.Singleton.LogMessage("[DotSceneLoader] Error: Invalid .scene File. Missing <scene>"); return; } // figure out where to attach any nodes we create AttachNode = pAttachNode; if (AttachNode == null) AttachNode = SceneManager.RootSceneNode; // Process the scene processScene(XMLRoot); }
public SearchGraph(World world) { this.World = world; }
public CompoundEffectManager(World world) { this.World = world; }
public void ParseDotScene(String SceneName, String groupName, SceneManager yourSceneMgr, World world) { ParseDotScene(SceneName, groupName, yourSceneMgr, null, null, world); }
public Controller(World world) { this.World = world; }
public GeneralObject(World world) { this.World = world; }