/// <summary> /// Add a layer to a scene /// </summary> /// <param name="Arguments"></param> public static void AddLayer(List <String> arguments) { //First argument: Scene name Graphical.Scenes.WorldScene Scene = (Graphical.Scenes.WorldScene)Engine.Instance.SceneManager.GetScene(arguments[0]); if (Scene == null) { throw new ArgumentException("No such Scene as " + arguments[0]); } //Second argument: Layer name World.WorldLayer lay = new World.WorldLayer(arguments[1]); //Third argument: Depth lay.Depth = double.Parse(arguments[2], CultureInfo.InvariantCulture); Scene.AddLayer(lay); }
public static void AddObject(List <String> arguments) { // First Argument: Scene name Graphical.Scenes.WorldScene scene = (Graphical.Scenes.WorldScene)Engine.Instance.SceneManager.GetScene(arguments[0].Split(".".ToCharArray())[0]); // Second argument: Layer name World.WorldLayer layer = scene.GetLayer(arguments[0].Split(".".ToCharArray())[1]); World.WorldObject obj; // Third argument: Type switch (arguments[1]) { default: // Unknown, ask our game to create it instead obj = Engine.Instance.ObjectFactory.Create(arguments[1], arguments.GetRange(2, 2)); layer.AddObject(obj); break; } if (arguments.Count >= 5) { obj.SetPosition(new Microsoft.Xna.Framework.Vector2(float.Parse(arguments[4], CultureInfo.InvariantCulture), float.Parse(arguments[5], CultureInfo.InvariantCulture))); } }
public AIConductor(Graphical.Scenes.WorldScene scene) { m_Orchestra = scene; }
public void Prep(Graphical.Scenes.WorldScene scene) { m_Orchestra = scene; }