public void UpdateForBattle(Vector3 pos) => //if used beyond battle might need to update this to use different matrices //Viewport vp = Memory.graphics.GraphicsDevice.Viewport; //var _1 = vp.Unproject(new Vector3(vp.Width / 2f, vp.Height / 2f, 0f), Module_battle_debug.ProjectionMatrix, Module_battle_debug.ViewMatrix, Module_battle_debug.WorldMatrix); //var _2 = vp.Unproject(new Vector3(vp.Width / 2f, vp.Height / 2f, 1f), Module_battle_debug.ProjectionMatrix, Module_battle_debug.ViewMatrix, Module_battle_debug.WorldMatrix); //var centerscreen = Vector3.Normalize(_2 - _1); //Matrix t = Matrix.CreateTranslation(pos); //Matrix lookat = Matrix.CreateLookAt(pos, _1, Vector3.Up); //float yaw = (float)Math.Atan2(lookat.M13, lookat.M33); //float pitch = (float)Math.Asin(-lookat.M23); //float roll = (float)Math.Atan2(lookat.M21, lookat.M22); //Quaternion q = Quaternion.CreateFromYawPitchRoll(yaw, pitch, 0f); //The above code does the same thing as CreateBillboard but if you need more control might be worth having. Update(Module_battle_debug.CreateBillboard(pos));
public static void ResetBS() => Module_battle_debug.ResetState();
public static async void Update(GameTime gameTime) { if (lastModule != module) { GC.Collect(); GC.WaitForPendingFinalizers(); lastModule = module; } module = Memory.module; #if DEBUG if (Input2.DelayedButton(FF8TextTagKey.Reset) || Input2.DelayedButton(FF8TextTagKey.Cancel)) { if (Memory.module != MODULE.MAINMENU_DEBUG && Memory.module != MODULE.BATTLE_DEBUG) { Memory.module = MODULE.MAINMENU_DEBUG; InputMouse.Mode = MouseLockMode.Screen; } } #endif switch (module) { //doesn't need memory case MODULE.OVERTURE_DEBUG: case MODULE.MOVIETEST: break; default: //requires memory to be loaded. if ((Memory.InitTask != null) && (Memory.InitTask.IsCompleted == false || Memory.InitTask.Status == TaskStatus.Running || Memory.InitTask.Status == TaskStatus.WaitingToRun || Memory.InitTask.Status == TaskStatus.WaitingForActivation)) { //task is still running loading assets blank screen and wait. Memory.SuppressDraw = true; await Memory.InitTask; //fade in doesn't happen because time was set before the await. //ending here causes update to be run again with new time return; } break; } switch (module) { case MODULE.BATTLE: module_battle.Update(); break; case MODULE.BATTLE_DEBUG: Module_battle_debug.Update(); break; case MODULE.MOVIETEST: Module_movie_test.Update(); break; case MODULE.FIELD_DEBUG: Module_field_debug.Update(); break; case MODULE.OVERTURE_DEBUG: Module_overture_debug.Update(); break; case MODULE.MAINMENU_DEBUG: Module_main_menu_debug.Update(); break; case MODULE.WORLD_DEBUG: Module_world_debug.Update(gameTime); break; case MODULE.FACE_TEST: Module_face_test.Update(); break; case MODULE.ICON_TEST: Module_icon_test.Update(); break; case MODULE.CARD_TEST: Module_card_test.Update(); break; } }
public static void Draw(GameTime gameTime) { switch (module) { //doesn't need memory case MODULE.OVERTURE_DEBUG: case MODULE.MOVIETEST: break; default: //requires memory to be loaded. if ((Memory.InitTask != null) && (Memory.InitTask.IsCompleted == false || Memory.InitTask.Status == TaskStatus.Running || Memory.InitTask.Status == TaskStatus.WaitingToRun || Memory.InitTask.Status == TaskStatus.WaitingForActivation)) { //suppress draw in update but if draw happens before update, blank screen, and end here Memory.graphics.GraphicsDevice.Clear(Color.Black); return; } break; } switch (module) { case MODULE.BATTLE: module_battle.Draw(); break; case MODULE.BATTLE_DEBUG: Module_battle_debug.Draw(); break; case MODULE.MOVIETEST: Module_movie_test.Draw(); break; case MODULE.FIELD_DEBUG: Module_field_debug.Draw(); break; case MODULE.OVERTURE_DEBUG: Module_overture_debug.Draw(); break; case MODULE.MAINMENU_DEBUG: Module_main_menu_debug.Draw(); break; case MODULE.WORLD_DEBUG: Module_world_debug.Draw(); break; case MODULE.FACE_TEST: Module_face_test.Draw(); break; case MODULE.ICON_TEST: Module_icon_test.Draw(); break; case MODULE.CARD_TEST: Module_card_test.Draw(); break; } }