internal ulong CreateActor(EActor eActor) { Actor act = null; switch (eActor) { case EActor.Rect: act = new RectActor(++id); break; case EActor.Ellipse: act = new EllipseActor(++id); break; case EActor.Image: act = new ImageActor(++id); break; case EActor.Media: act = new MediaActor(++id); break; case EActor.Font: act = new FontActor(++id); break; default: break; } OCActor.Add(act); NotifyPropertyChanged(StrOCActor); return(id); }
public FiltroDeSeguimiento(EAcceso objEntidadAccesoRecibido) { InitializeComponent(); objEntidadProblematica = new EProblematica(); objEntidadActor = new EActor(); this.objEntidadAcceso = objEntidadAccesoRecibido; }
private ulong CreateActor(EActor eActor) { ulong id = StageMgr.Instance.CreateActor(eActor); lstHierarchy.SelectedIndex = StageMgr.Instance.OCActor.Count - 1; return(id); }
public DActor(EActor ObjEActorRecibido) // aqui decimos que la clase DActor siempre va a recibir datos de EActor por { //medio de la variable de objEactorRecibido this.ObjEActor = ObjEActorRecibido; }
public void SetActor(EActor target) { _actor = target; }
public override void ApplicationStart() { // Add texture ETexture t = new ETexture("test"); t.Load(EEngine.BuildIn + "Test.png"); EMaterial eMaterial = new ELambertMat(); eMaterial.ModifyTex("DiffuseTextureVaild", t); // Add camera EActor obj = new EActor("cam"); obj.position = new Vector3(0, 0, 0); obj.AddComponent <EFreeCamera>(); EEngine.CurrentScene.AddActorToScene(obj); // Add render stuff obj = new EActor("Obj 01"); obj.position = new Vector3(0, 0, -10); obj.scale = new Vector3(1f, 1f, 1f); EMeshFilter meshf = obj.AddComponent <EMeshFilter>(); meshf.SetMesh(EPrimitiveMesh.GetPrimitiveMesh(EPrimitiveMesh.PrimitiveType.Cube)); EMeshRenderer meshr = obj.AddComponent <EMeshRenderer>(); meshr.SetMaterial(eMaterial); EEngine.CurrentScene.AddActorToScene(obj); // Add render stuff 02 obj = new EActor("Obj 02"); obj.position = new Vector3(5, 0, -10); obj.scale = new Vector3(1f, 1f, 1f); meshf = obj.AddComponent <EMeshFilter>(); meshf.SetMesh(EPrimitiveMesh.GetPrimitiveMesh(EPrimitiveMesh.PrimitiveType.Cube)); meshr = obj.AddComponent <EMeshRenderer>(); meshr.SetMaterial(eMaterial); EEngine.CurrentScene.AddActorToScene(obj); // Add render stuff 04 obj = new EActor("Obj 04"); obj.position = new Vector3(1, 0, -2); obj.scale = new Vector3(1f, 1f, 1f); meshf = obj.AddComponent <EMeshFilter>(); meshf.SetMesh(EPrimitiveMesh.GetPrimitiveMesh(EPrimitiveMesh.PrimitiveType.Sphere)); meshr = obj.AddComponent <EMeshRenderer>(); meshr.SetMaterial(eMaterial); EEngine.CurrentScene.AddActorToScene(obj); // Add direction light obj = new EActor("Dir light"); obj.rotate = Quaternion.FromEulerAngles(new Vector3(-40, 125, 0)); EDirectionLight dlight = obj.AddComponent <EDirectionLight>(); dlight.color = new Color4(1.0f, 1.0f, 0.8f, 1.0f); dlight.intensity = 0.9f; EEngine.CurrentScene.AddActorToScene(obj); // Add point light obj = new EActor("Point light"); obj.position = new Vector3(2, 3, -5); EPointLight plight = obj.AddComponent <EPointLight>(); plight.color = Color4.Red; EEngine.CurrentScene.AddActorToScene(obj); // Add point light obj = new EActor("Point light"); obj.position = new Vector3(-2, 3, -5); plight = obj.AddComponent <EPointLight>(); plight.color = Color4.White; EEngine.CurrentScene.AddActorToScene(obj); }
public static bool CurrentActorIs(this IActorProvider provider, EActor actor) { return(provider.CurrentActor == actor); }