public PlayerModel(Game1 game, SkinnedModel skinnedModel) : base(game, skinnedModel) { game.mediator.register(this, MyEvent.P_RUN, MyEvent.C_ATTACK_BULLET_BEGIN); animationController.Speed = 1.2f; activeAnimation = PlayerAnimations.Idle; playAnimation(); }
internal static SkinnedModel Read(ContentReader input) { SkinnedModel skinnedModel = new SkinnedModel(); skinnedModel.model = input.ReadObject <Model>(); skinnedModel.ReadBones(input); skinnedModel.ReadAnimations(input); return(skinnedModel); }
internal static SkinnedModel Read(ContentReader input) { SkinnedModel skinnedModel = new SkinnedModel(); skinnedModel.model = input.ReadObject<Model>(); skinnedModel.ReadBones(input); skinnedModel.ReadAnimations(input); return skinnedModel; }
public Monster(Game1 game, SkinnedModel skinnedModel, Unit unit) : base(game, unit, new MonsterModel(game, skinnedModel)) { monsterModel = ((MonsterModel)cModel); monsterUnit = ((MonsterUnit)unit); foreach (ModelMesh mesh in skinnedModel.Model.Meshes) foreach (SkinnedEffect effect in mesh.Effects) effect.EnableDefaultLighting(); }
/// <summary> /// Loads the model. /// </summary> /// <param name="factory">The factory.</param> /// <param name="BatchInformations">The batch informations.</param> /// <param name="TextureInformations">The texture informations.</param> protected override void LoadModel(GraphicFactory factory, out BatchInformation[][] BatchInformations, out TextureInformation[][] TextureInformations) { skinnedModel = factory.GetAnimatedModel(Name); ModelBuilderHelper.Extract(factory, out BatchInformations, out TextureInformations, skinnedModel.Model,_diffuseName,_bumpName,_specularName,_glowName,isInternal); BoundingSphere sphere = new BoundingSphere(); foreach (var item in skinnedModel.Model.Meshes) { sphere = BoundingSphere.CreateMerged(sphere, item.BoundingSphere); } modelRadius = sphere.Radius; }
public Player(Game1 game, SkinnedModel skinnedModel, Unit unit) : base(game, unit, new PlayerModel(game, skinnedModel)) { foreach (ModelMesh mesh in skinnedModel.Model.Meshes) foreach (SkinnedEffect effect in mesh.Effects) effect.EnableDefaultLighting(); spriteBatch = new SpriteBatch(game.GraphicsDevice); crossHairTex = game.Content.Load<Texture2D>("crosshair"); delayedAction = new DelayedAction(800); //run at first to show to the character otherwise the character dont show playerRun(); }
public MonstersManager(Game1 game) : base(game) { monsters = new List<Monster>(); myGame = game; rnd = new Random(); hpBillBoardSystem = new HPBillboardSystem(game.GraphicsDevice, game.Content, Constants.HP_SIZE, monsters); //skinnedModel = Game.Content.Load<SkinnedModel>(@"Textures\EnemyBeast"); skinnedModel = Game.Content.Load<SkinnedModel>(@"model\EnemyBeast"); }
private void reinitialize2(SkinnedModel skinnedModel) { this.skinnedModel = skinnedModel; //setNewEffect(); // Create an animation controller and start a clip animationController = new AnimationController(skinnedModel.SkeletonBones); animationController.Speed = 0.5f; animationController.TranslationInterpolation = InterpolationMode.Linear; animationController.OrientationInterpolation = InterpolationMode.Linear; animationController.ScaleInterpolation = InterpolationMode.Linear; //animationController.StartClip(skinnedModel.AnimationClips[animation]); }
public AnimatedModel(Game1 game,SkinnedModel skinnedModel) : base(game,skinnedModel.Model) { this.skinnedModel = skinnedModel; //setNewEffect(); // Create an animation controller and start a clip animationController = new AnimationController(skinnedModel.SkeletonBones); animationController.Speed = 0.5f; animationController.TranslationInterpolation = InterpolationMode.Linear; animationController.OrientationInterpolation = InterpolationMode.Linear; animationController.ScaleInterpolation = InterpolationMode.Linear; //animationController.StartClip(skinnedModel.AnimationClips[animation]); }
private void LoadContent() { // Load the skinned model skinnedModel = Game1.Content.Load<SkinnedModel>(@"Models\PlayerMarine"); finalBoneTransform = new Matrix[skinnedModel.SkeletonBones.Count]; // Create an animation controller and start a clip animationController = new AnimationController(skinnedModel.SkeletonBones); SetAnimation("Idle"); }
public virtual void reinitialize(SkinnedModel skinnedModel) { base.reinitialize(skinnedModel.Model); reinitialize2(skinnedModel); }
public AnimatedModel(MyGame game,SkinnedModel skinnedModel) : base(game,skinnedModel.Model) { reinitialize2(skinnedModel); }
public MonsterModel(Game1 game, SkinnedModel skinnedModel) : base(game, skinnedModel) { animationController.StartClip(skinnedModel.AnimationClips[animations[(int)MonsterAnimations.Idle]]); //animationController.CrossFade(skinnedModel.AnimationClips.Values[0], TimeSpan.FromSeconds(0.05f)); }
internal static SkinnedModel Read(ContentReader input) { SkinnedModel skinnedModel = new SkinnedModel(); skinnedModel.ReadMeshes(input); skinnedModel.ReadBones(input); skinnedModel.ReadAnimations(input); skinnedModel.BoneTransforms = new Matrix[skinnedModel.SkeletonBones.Count]; skinnedModel.EmissiveColor = Vector3.Zero; skinnedModel.DiffuseColor = Vector3.Zero; skinnedModel.SpecularColor = Vector3.Zero; skinnedModel.AmbientLightColor = Vector3.Zero; skinnedModel.SpecularPower = 1; skinnedModel.PointLights = new List<point_light>(SkinnedModelBasicEffect.MaxSupportedLights); for (int i = 0; i < SkinnedModelBasicEffect.MaxSupportedLights; i++) skinnedModel.PointLights.Add(new point_light()); return skinnedModel; }
public override void reinitialize(SkinnedModel skinnedModel) { base.reinitialize(skinnedModel); animationController.StartClip(skinnedModel.AnimationClips[animations[(int)MonsterAnimations.Idle]]); }