コード例 #1
0
 public void InsertIntoPRC(PlayerRenderComponent PRC)
 {
     foreach (KeyValuePair<ushort, Texture2D> kvp in this.ditxWeaponTextures)
     {
         PRC.dixAnimations[kvp.Key].xTextureSet.txWeapon = kvp.Value;
     }
 }
コード例 #2
0
 public PlayerLoadingRunRenderComponent(PlayerRenderComponent xParent)
 {
     this.av4ClothingColors = xParent.av4ClothingColors;
     this.av4HairdoColors = xParent.av4HairdoColors;
     PlayerAnimation xSAnim = xParent.dixAnimations[5];
     this.xOwnerObject = xParent.xOwnerObject;
     this.iActiveAnimation = xSAnim.iID;
     this.dixAnimations.Add(xSAnim.iID, new PlayerAnimation(xSAnim.iID, xSAnim.byAnimationDirection, xSAnim.xTextureSet, xSAnim.v2PositionOffset, 4, xSAnim.iEndFrame, xSAnim.iCellWidth, xSAnim.iCellHeight, xSAnim.iOffsetX, xSAnim.iOffsetY, xSAnim.iFramesPerRow, Animation.LoopSettings.Looping, Animation.CancelOptions.IgnoreIfPlaying, false, false, false, new AnimationInstruction[0]));
     this.fAlpha = 0f;
     this.rt2dCurrentFrame = new RenderTarget2D(Program.GetTheGame().GraphicsDevice, 150, 150, false, SurfaceFormat.Color, DepthFormat.None);
 }
コード例 #3
0
ファイル: WeaponAssetLoader.cs プロジェクト: ancientgods/SoG
 public static void SetPRCWeaponToNullTex(PlayerRenderComponent PRC)
 {
     ushort[] ailol = new ushort[]
     {
         100,
         101,
         102,
         103,
         104,
         105,
         106,
         107,
         200,
         201,
         202,
         203,
         204,
         205,
         206,
         207,
         208,
         212,
         213,
         214,
         215,
         550,
         551,
         552,
         553,
         554,
         555,
         556,
         557,
         558,
         559,
         560,
         561,
         574,
         575,
         576,
         577,
         578,
         579,
         580,
         581
     };
     for (int i = 0; i < ailol.Length; i++)
     {
         PRC.dixAnimations[ailol[i]].xTextureSet.txWeapon = RenderMaster.txNullTex;
     }
 }
コード例 #4
0
ファイル: NoticeImage.cs プロジェクト: ancientgods/SoG
 public NoticeImage(PlayerRenderComponent xRC, ItemCodex.ItemTypes enItemType, NoticeImage.ItemNoticeType enNoticeType)
 {
     if (enNoticeType == NoticeImage.ItemNoticeType.Immediate)
     {
         this.xPRC = xRC;
         StaticRenderComponent asd = new StaticRenderComponent();
         this.xTransform = new TransformComponent(xRC.xTransform.v2Pos);
         asd.xTransform = this.xTransform;
         asd.txTexture = ItemCodex.GetItemDescription(enItemType).txDisplayImage;
         asd.v2Offset = Utility.PointToVector2(asd.txTexture);
         asd.fScale = 1f;
         asd.v2OffsetRenderPos = new Vector2(0f, -23f);
         this.iFrameCount = 30;
         this.iFadeInFrame = 35;
         this.iFadeInFinishFrame = 50;
         this.iStopFrame = 50;
         this.iPauseFrame = 50;
         this.iFadeFrame = 51;
         this.iFinishFrame = 60;
         this.fMoveSpeed = -0.35f;
         this.xRenderComponent = asd;
         Program.GetTheGame().xRenderMaster.RegisterAboveSorted(this.xRenderComponent);
     }
 }
コード例 #5
0
ファイル: InGameMenu.cs プロジェクト: ancientgods/SoG
 public void Enter()
 {
     this.v2GhostCursorPos = Vector2.Zero;
     Game1 Master = Program.GetTheGame();
     Master._InGameMenu_SortInventoryView();
     Master._InGameMenu_SortCraftingView();
     Master._InGameMenu_SortEnemiesAndShit();
     if (Master.xNetworkInfo.enCurrentRole == NetworkHelperInterface.NetworkRole.LocalOnly)
     {
         Master.xSoundSystem.PauseCues();
     }
     this.bInGameMenu = true;
     this.bJustChangedState = true;
     this.xTopView.bIsEntering = true;
     this.enCurrentView = InGameMenu.BaseView.Main;
     this.xTopView.fEntireMenuAppear = 0f;
     this.xTopView.bIsExiting = false;
     this.xSystemView.iSelectedZoomLevel = Master.xOptions.iZoom;
     this.xSystemView.enSelectedFullScreen = Master.xOptions.enFullScreen;
     this.ChangeBotHelpBar(new InGameMenu.HelpBarBotEntry[]
     {
         new InGameMenu.HelpBarBotEntry(Master.xInput_Menu.Action, "Select"),
         new InGameMenu.HelpBarBotEntry(Master.xInput_Menu.MenuButton, "Exit Menu")
     });
     if (this.xPlayerPreview == null)
     {
         bool bIsCancelable = Master.xLocalPlayer.xEntity.bAttackCancelable;
         this.xPlayerPreview = new PlayerRenderComponent(Master.xLocalPlayer.xEntity);
         this.xPlayerPreview.av4ClothingColors = this.xPlayerPreview.xOwnerObject.xRenderComponent.av4ClothingColors;
         string sFemale = "";
         if (!this.xPlayerPreview.xOwnerObject.Owner.xViewStats.bIsMale)
         {
             sFemale = "Female";
         }
         this.xPlayerPreview.dixAnimations.Add(2, new PlayerAnimation(2, 2, Master._Animations_GetAnimationSet(this.xPlayerPreview.xOwnerObject.Owner, "Idle" + sFemale, "Down", false, false, false, false), new Vector2(12f, 30f), 4, 1, 24, 32, 0, 0, 1, Animation.LoopSettings.Clamp, Animation.CancelOptions.IgnoreIfPlaying, true, false, true, new AnimationInstruction[0]));
         this.xPlayerPreview.xTransform = new TransformComponent(new Vector2(134f, 168f));
         this.xPlayerPreview.SwitchAnimation(2, Animation.CancelOptions.IgnoreIfPlaying, 1f);
         this.xPlayerPreview.GetCurrentAnimation().recCurrentFrame = new Rectangle(0, 0, 24, 32);
         this.xPlayerPreview.Update();
         Master.xLocalPlayer.xEntity.bAttackCancelable = bIsCancelable;
     }
     Master.xLocalPlayer.xGUIStuff.ClearEquipQueue();
     this.xPlayerPreview.av4HairdoColors = this.xPlayerPreview.xOwnerObject.xRenderComponent.av4HairdoColors;
     if (this.xJournalView.xEnemyCharSprite == null)
     {
         this.xJournalView.xEnemyCharSprite = new AnimatedRenderComponent(new EntityShell(new Vector2(358f, 160f) * 2f));
         this.xJournalView.xEnemyCharSprite.xCamera = new Camera();
         this.xJournalView.xEnemyCharSprite.xTransform = new TransformComponent(new Vector2(358f, 160f) * 2f);
     }
     this.xPlayerPreview.xCamera = new Camera();
 }
コード例 #6
0
ファイル: WeaponAssetLibrary.cs プロジェクト: ancientgods/SoG
 public void SetPRCWeapon(PlayerRenderComponent PRC, ItemCodex.ItemTypes enType)
 {
     if (this.denxWeaponContentManagers.ContainsKey(enType) && this.denxWeaponContentManagers[enType].bLoaded)
     {
         this.denxWeaponContentManagers[enType].InsertIntoPRC(PRC);
         return;
     }
     WeaponAssetLoader.SetPRCWeaponToNullTex(PRC);
 }