예제 #1
0
        internal void DrawOverlays(Helpers.ZBufferedTexture T)
        {
            if (OverlayTypeIndex != -1)
            {
                var OTypes = CCFactory <OverlayTypeClass, OverlayClass> .Get().FactoryItems;

                var OT  = OTypes[OverlayTypeIndex];
                var pos = TacticalPosition + new CellStruct(30, 15) + OverlayPosition;
                pos.Y -= (2);// + OverlayPosition.Y);
                var tImage = OT.SHPImage.Value;
                if (OT.Tiberium)
                {
                    var ix = OverlayClass.OverlayToTiberium(OverlayTypeIndex);
                    if (ix != -1)
                    {
                        var t = TiberiumClass.All[ix];
                        OverlayTypeClass tOverlay;
                        if (Slope != 0)
                        {
                            tOverlay = OTypes[t.NumImages + t.NumExtraImages / 4 * (Slope - 1) + t.Overlay.ArrayIndex];
                        }
                        else
                        {
                            tOverlay = OTypes[t.Overlay.ArrayIndex + X * Y % t.NumImages];
                        }
//                        tImage.DrawIntoTexture(T, pos, (uint)OverlayState, MapTheater.TemperatePAL);
                    }
                }
                else if (OT.Wall)
                {
                    //                  tImage.DrawIntoTexture(T, pos, (uint)OverlayState, MapTheater.unitPAL);
                }
            }
        }
예제 #2
0
		public override void applicationRunOnceOnBuilding ()
		{
			
			#if !UNITY_EDITOR
			if(Application.isMobilePlatform) 
			{ 
				Cursor.visible = false; // Once Android cursor bug is fixed, you can delete the next 3 lines. 
				Texture2D cursorTexture = new Texture2D(1, 1); 
				cursorTexture.SetPixel(0, 0, Color.clear); 
				Cursor.SetCursor(cursorTexture, Vector2.zero, CursorMode.Auto); 
			}
			#endif
			//CCGLView
			{
				GameObject obj = new GameObject ();
				obj.transform.parent = _window.transform;
				_view = obj.AddComponent<CCGLView> ();
			}
			//CCComponentsPool
			{
				GameObject obj = new GameObject();
				obj.transform.parent = this.transform;
				_factory = obj.AddComponent<CCFactory>();
			}

			//audio
			{
				GameObject obj = new GameObject ();
				obj.transform.parent = this.transform;
				_audioEngine = obj.AddComponent<SimpleAudioEngine> ();
			}
		}
예제 #3
0
        private void LoadMap()
        {
            //if (Map.Preview != null) {
            //    MapPreview = Map.GetPreviewTexture(GraphicsDevice);
            //} else {
            //    MapPreview = null;
            //}

            Map.Initialize();

            Tactical.SetMap(Map);

            INI.Rules_Combined = new INI();

            INI.Rules_Combined.CombineWithFile(INI.Rules_INI);

            INI.Rules_Combined.CombineWithFile(Map.MapFile);

            TiberiumClass.LoadListFromINI(INI.Rules_Combined);

            OverlayTypeClass.LoadListFromINI(INI.Rules_Combined);

            IsoTileTypeClass.LoadListFromINI(Map.TheaterData, true);

            IsoTileTypeClass.PrepaintTiles();

            TiberiumClass.All.ReadAllFromINI(INI.Rules_Combined);

            CCFactory <OverlayTypeClass, OverlayClass> .Get().ReadAllFromINI(INI.Rules_Combined);

            Map.SetupOverlays();
        }
예제 #4
0
        public void BasicTest()
        {
            CCVirtualFactory ccFactory = new CCFactory <UDTCC>();
            CC cc = ccFactory.create();

            cc.init();
            cc.onACK(2);
            cc.onLoss(new int[] { 1, 3, 5, 7 }, 4);
            cc.onTimeout();

            cc.onACK(6);
            cc.onLoss(new int[] { 4 }, 1);
            cc.onTimeout();

            cc.close();
        }