예제 #1
0
        public override void Draw(BrightIdeasSoftware.ObjectListView olv, Graphics g, Rectangle r)
        {
            Rectangle cellBounds = this.CellBounds;

            CellBounds.Inflate(-this.CellPadding.Width, -this.CellPadding.Width); //Does what?
            Rectangle textBounds = cellBounds;

            // Draw title
            using (StringFormat format = new StringFormat(StringFormatFlags.NoWrap))
            {
                format.Trimming      = StringTrimming.EllipsisCharacter; //Text is trimmed to the nearest character and ... appended
                format.Alignment     = StringAlignment.Near;
                format.LineAlignment = StringAlignment.Near;
                using (SolidBrush b = new SolidBrush(this.TitleColor))
                {
                    g.DrawString(this.Title, this.TitleFont, b, textBounds, format);
                }
                // Draw description
                SizeF size = g.MeasureString(this.Title, this.TitleFont, (int)textBounds.Width, format);
                textBounds.Y      += (int)size.Height;
                textBounds.Height -= (int)size.Height;
            }

            // Draw description
            using (StringFormat format2 = new StringFormat())
            {
                format2.Trimming = StringTrimming.EllipsisCharacter;
                using (SolidBrush b = new SolidBrush(this.DescriptionColor))
                {
                    g.DrawString(this.Description, this.DescriptionFont, b, textBounds, format2);
                }
            }
        }
예제 #2
0
        public bool Intersects(CellBounds other)
        {
            if (TopLeft.Column >= other.BottomRight.Column || other.TopLeft.Column >= BottomRight.Column)
            {
                return(false);
            }

            if (TopLeft.Line >= other.BottomRight.Line || other.TopLeft.Line >= BottomRight.Line)
            {
                return(false);
            }

            return(true);
        }
예제 #3
0
        void HandleMouseUp(object sender, MouseButtonEventArgs e)
        {
            if (enabledEvents.HasFlag(WidgetEvent.ButtonReleased))
            {
                var a = e.ToXwtButtonArgs(sender as FrameworkElement);
                Load(sender as FrameworkElement);
                if (!CellBounds.Contains(a.X, a.Y))
                {
                    return;
                }

                SetCurrentEventRow();
                ApplicationContext.InvokeUserCode(delegate
                {
                    EventSink.OnButtonReleased(a);
                });
                if (a.Handled)
                {
                    e.Handled = true;
                }
            }
        }
예제 #4
0
        void HandleMouseMove(object sender, MouseEventArgs e)
        {
            if (enabledEvents.HasFlag(WidgetEvent.MouseMoved))
            {
                var p = e.GetPosition(sender as FrameworkElement);
                Load(sender as FrameworkElement);
                if (!CellBounds.Contains(p.X, p.Y))
                {
                    return;
                }
                var a = new MouseMovedEventArgs(e.Timestamp, p.X, p.Y);

                SetCurrentEventRow();
                ApplicationContext.InvokeUserCode(delegate
                {
                    EventSink.OnMouseMoved(a);
                });
                if (a.Handled)
                {
                    e.Handled = true;
                }
            }
        }
예제 #5
0
    private void Start()
    {
        Vector3 topLeftScreen = Camera.main.ScreenToWorldPoint(new Vector3(0, Screen.height, Camera.main.transform.position.y));
        Vector3 gridExtents   = Camera.main.ScreenToWorldPoint(new Vector3(Screen.width, 0, Camera.main.transform.position.y));
        Vector2 cellSize      = new Vector2((gridExtents.x - topLeftScreen.x) / (cellsMultiplier - 2), (topLeftScreen.z - gridExtents.z) / (cellsMultiplier - 2));
        float2  gridPosition  = new float2
        {
            x = topLeftScreen.x - cellSize.x,
            y = topLeftScreen.z + cellSize.y
        };


        // Cursor.lockState = CursorLockMode.Locked;

        EntityManager entityManager = World.Active.EntityManager;


        // Cell
        EntityArchetype entityArcheType = entityManager.CreateArchetype(
            typeof(CellBounds),
            typeof(Units),
            typeof(NeighboringCells)
            );

        int totalCells = cellsMultiplier * cellsMultiplier;

        // Array of all the cells in the grid
        NativeArray <Entity> cells = new NativeArray <Entity>(totalCells, Allocator.Temp);

        entityManager.CreateEntity(entityArcheType, cells);


        for (int i = 0; i < cells.Length; i++)
        {
            Entity cell = cells[i];

            // Calculate the bounds of the current cell
            CellBounds cellBounds = new CellBounds
            {
                minX = gridPosition.x + (cellSize.x * (i % cellsMultiplier)),
                maxX = gridPosition.x + (cellSize.x * (i % cellsMultiplier)) + cellSize.x,
                minZ = gridPosition.y - (cellSize.y * (math.floor(i / cellsMultiplier))),
                maxZ = gridPosition.y - (cellSize.y * (math.floor(i / cellsMultiplier))) - cellSize.y
            };


            entityManager.SetComponentData(cell, cellBounds);
            entityManager.AddBuffer <Units>(cell);
            entityManager.AddBuffer <NeighboringCells>(cell);


            Debug.DrawLine(new Vector3(cellBounds.minX, 0, cellBounds.minZ), new Vector3(cellBounds.maxX, 0, cellBounds.minZ), Color.red, Mathf.Infinity);
            Debug.DrawLine(new Vector3(cellBounds.maxX, 0, cellBounds.minZ), new Vector3(cellBounds.maxX, 0, cellBounds.maxZ), Color.red, Mathf.Infinity);
            Debug.DrawLine(new Vector3(cellBounds.minX, 0, cellBounds.maxZ), new Vector3(cellBounds.maxX, 0, cellBounds.maxZ), Color.red, Mathf.Infinity);
            Debug.DrawLine(new Vector3(cellBounds.minX, 0, cellBounds.minZ), new Vector3(cellBounds.minX, 0, cellBounds.maxZ), Color.red, Mathf.Infinity);
        }



        // Create an array of the cell bounds. This is so we can calculate the neighboring cells to each cell
        EntityQuery entityQuery = entityManager.CreateEntityQuery(ComponentType.ReadOnly <CellBounds>());
        NativeArray <CellBounds> cellBoundsArray = entityQuery.ToComponentDataArray <CellBounds>(Allocator.TempJob);


        // Loop through all the cells to assign their neighboring cells
        for (int i = 0; i < cells.Length; i++)
        {
            // Extract the neighboring cells buffer from the current cell
            Entity cell = cells[i];
            DynamicBuffer <NeighboringCells> neighboringCellsBuffer = entityManager.GetBuffer <NeighboringCells>(cell);


            int cellIndex = i - (cellsMultiplier + 1);
            // Upper left neighbor
            if (cellIndex > -1 && cellBoundsArray[cellIndex].maxX == cellBoundsArray[i].minX)
            {
                neighboringCellsBuffer.Add(new NeighboringCells
                {
                    value = cellIndex
                });
            }

            // Upper neighbor
            cellIndex = i - cellsMultiplier;
            if (cellIndex > -1)
            {
                neighboringCellsBuffer.Add(new NeighboringCells
                {
                    value = cellIndex
                });
            }

            // Upper right neighbor
            cellIndex = i - (cellsMultiplier - 1);
            if (cellIndex > -1 && cellBoundsArray[cellIndex].minX == cellBoundsArray[i].maxX)
            {
                neighboringCellsBuffer.Add(new NeighboringCells
                {
                    value = cellIndex
                });
            }

            // Left neighbor
            cellIndex = i - 1;
            if (cellIndex > -1 && cellBoundsArray[cellIndex].maxX == cellBoundsArray[i].minX)
            {
                neighboringCellsBuffer.Add(new NeighboringCells
                {
                    value = cellIndex
                });
            }

            // Right neighbor
            cellIndex = i + 1;
            if (cellIndex <= totalCells - 1 && cellBoundsArray[i].maxX == cellBoundsArray[cellIndex].minX)
            {
                neighboringCellsBuffer.Add(new NeighboringCells
                {
                    value = cellIndex
                });
            }

            // Lower left neighbor
            cellIndex = i + (cellsMultiplier - 1);
            if (cellIndex <= totalCells - 1 && cellBoundsArray[i].minX == cellBoundsArray[cellIndex].maxX)
            {
                neighboringCellsBuffer.Add(new NeighboringCells
                {
                    value = cellIndex
                });
            }

            // Lower neighbor
            cellIndex = i + cellsMultiplier;
            if (cellIndex <= totalCells - 1)
            {
                neighboringCellsBuffer.Add(new NeighboringCells
                {
                    value = cellIndex
                });
            }

            // Lower right neighbor
            cellIndex = i + (cellsMultiplier + 1);
            if (cellIndex <= totalCells - 1 && cellBoundsArray[i].maxX == cellBoundsArray[cellIndex].minX)
            {
                neighboringCellsBuffer.Add(new NeighboringCells
                {
                    value = cellIndex
                });
            }
        }

        cellBoundsArray.Dispose();
        cells.Dispose();


        // Player
        entityArcheType = entityManager.CreateArchetype(
            typeof(Player),
            typeof(Translation),
            typeof(RenderMesh),
            typeof(LocalToWorld),
            typeof(Rotation),
            typeof(Velocity),
            typeof(Rotate),
            typeof(RotateSpeed),
            typeof(Size),
            typeof(CellIndex)
            );


        Entity player = entityManager.CreateEntity(entityArcheType);

        entityManager.SetSharedComponentData(player, new RenderMesh
        {
            mesh     = playerMesh,
            material = material
        });


        entityManager.SetComponentData(player, new Translation
        {
            Value = new float3
            {
                x = 0,
                y = 0,
                z = 0
            }
        });

        entityManager.SetComponentData(player, new Size
        {
            value = new float3 {
                x = 1, y = 1, z = 1
            }
        });

        entityManager.SetComponentData(player, new RotateSpeed
        {
            value = 0.05f
        });


        entityManager.SetComponentData(player, new CellIndex
        {
            value = -1
        });

        // Bullet
        entityArcheType = entityManager.CreateArchetype(
            typeof(Bullet),
            typeof(Translation),
            typeof(RenderMesh),
            typeof(LocalToWorld),
            typeof(Velocity),
            typeof(Scale),
            typeof(Size),
            typeof(Disabled),
            typeof(CellIndex)
            );

        NativeArray <Entity> bulletsArray = new NativeArray <Entity>(22, Allocator.Temp);

        entityManager.CreateEntity(entityArcheType, bulletsArray);

        for (int i = 0; i < bulletsArray.Length; i++)
        {
            Entity bullet = bulletsArray[i];

            entityManager.SetSharedComponentData(bullet, new RenderMesh
            {
                mesh     = bulletMesh,
                material = material
            });

            entityManager.SetComponentData(bullet, new Scale
            {
                Value = 0.1f
            });
            entityManager.SetComponentData(bullet, new Size
            {
                value = new float3 {
                    x = 0.1f, y = 0.1f, z = 0.1f
                }
            });

            entityManager.SetComponentData(bullet, new CellIndex
            {
                value = -1
            });
        }

        bulletsArray.Dispose();

        // Enemy
        entityArcheType = entityManager.CreateArchetype(
            typeof(Enemy),
            typeof(Translation),
            typeof(RenderMesh),
            typeof(LocalToWorld),
            typeof(Rotation),
            typeof(Velocity),
            typeof(Size),
            typeof(Disabled),
            typeof(CellIndex)
            );

        NativeArray <Entity> enemiesArray = new NativeArray <Entity>(1000, Allocator.Temp);

        entityManager.CreateEntity(entityArcheType, enemiesArray);

        float2 extents = new float2
        {
            x = gridExtents.x + (cellSize.x * 0.5f),
            y = math.abs(gridExtents.z) + (cellSize.y * 0.5f)
        };

        for (int i = 0; i < enemiesArray.Length; i++)
        {
            Entity enemy = enemiesArray[i];

            entityManager.SetSharedComponentData(enemy, new RenderMesh
            {
                mesh     = enemyMesh,
                material = material
            });

            entityManager.SetComponentData(enemy, new Size
            {
                value = new float3 {
                    x = 1, y = 1, z = 1
                }
            });

            entityManager.SetComponentData(enemy, new CellIndex
            {
                value = -1
            });

            entityManager.SetComponentData(enemy, new Translation
            {
                Value = GetEnemyPosition(extents)
            });
        }


        enemiesArray.Dispose();
    }