void EvaluateUnaligned(LogEvent logEvent, TextWriter output, IFormatProvider?formatProvider) { var value = _expression(logEvent); if (value == null) { return; // Undefined is empty } if (value is ScalarValue scalar) { if (scalar.Value is null) { return; // Null is empty } if (scalar.Value is LogEventLevel level) { // This would be better implemented using CompiledLevelToken : CompiledTemplate. output.Write(LevelRenderer.GetLevelMoniker(level, _format)); } else if (scalar.Value is IFormattable fmt) { output.Write(fmt.ToString(_format, formatProvider)); } else { output.Write(scalar.Value.ToString()); } } else { JsonFormatter.Format(value, output); } }
void Start() { _levelRenderer = GetComponent <LevelRenderer>(); BackButton.onClick.AddListener(LoadLevelGeneratorScene); if (LevelHolder.Level == null) { Debug.Log($"[Failed] Failed to load level: {nameof(LevelHolder.Level)} is null"); return; } // Draw walls _levelRenderer.Draw(LevelHolder.Level); // Create wall colliders foreach (var levelWall in LevelHolder.Level.Walls) { levelWall.ToPlatform(); } foreach (var levelElevator in LevelHolder.Level.Elevators) { levelElevator.ToElevator(ElevatorPrefab); } }
public GameplayState(LevelCollection levelCollection, LevelRenderer levelRenderer) { this.levelCollection = levelCollection; this.levelRenderer = levelRenderer; this.commandRunner = new CommandRunner(); this.inputStateManager = new InputStateManager(); this.inputBuffer = new Queue <InputAction>(); }
public void Draw(BasicEffect basicEffect, AlphaTestEffect alphaTestEffect) { Render.StaticDrawCalls = 0; LevelRenderer.Draw(this, basicEffect, alphaTestEffect); //BaseModel.DrawStatic(this, basicEffect, alphaTestEffect); //foreach (var model in Models) // model.Draw(this, basicEffect); }
public Level(LevelInfo levelInfo, GraphicsDevice graphicsDevice) { LevelInfo = levelInfo; LevelRenderer = new LevelRenderer(); DayCycleTexture = TextureHandler.LoadTexture(graphicsDevice, "C:\\GitHub\\Maps\\YourRoom\\textures\\daycycle.png"); SetLastColor(); var entities = new List <EntityInfo>(); foreach (var structure in LevelInfo.Structures) { var directory = LevelInfo.DirectoryLocation; if (!Path.HasExtension(structure.Map)) { structure.Map += ".dat"; } var structurePath = Path.Combine(directory, structure.Map); var file = File.ReadAllText(structurePath); // Little hack var structureData = LevelLoader.Load(file, structurePath); foreach (var entityInfo in structureData.Entities) { entityInfo.Parent = levelInfo; entityInfo.Position += structure.Offset; var rot = Entity.GetRotationFromVector(entityInfo.Rotation) + (structure.Rotation == -1 ? 0 : structure.Rotation); while (rot > 3) { rot -= 4; } entityInfo.Rotation = Entity.GetRotationFromInteger(rot); } entities.AddRange(structureData.Entities); } var combined = LevelInfo.Entities.Concat(entities).ToList(); foreach (var entity in combined) { entity.Shader = GetDaytimeColor(true); Models.Add(BaseModel.GetModelByEntityInfo(entity, graphicsDevice)); } LevelRenderer.HandleModels(Models); LevelRenderer.Setup(graphicsDevice); //BaseModel.SetupStatic(graphicsDevice); }
/// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); var tileSheetTexture = Content.Load <Texture2D>("tilesheet"); var tileSheet = new TileSheet(tileSheetTexture); levelRenderer = new LevelRenderer(graphics, tileSheet); using (var importer = new LevelImporter("Content/levels.txt")) { levelCollection = importer.LoadLevels(); } sceneStateManager = new SceneStateManager(levelCollection, levelRenderer); }
private void Start() { if (levelSize == null) { return; } var startingPoint = new LevelCoordinate { Height = 0, Width = Random.Range(0, levelSize.Width) }; levelRenderer = GetComponent <LevelRenderer>(); roomCollection = GetComponent <RoomCollection>(); layoutCreator = new FourByFourLayout(roomCollection.GetRoomTypes(), startingPoint); bounds = levelRenderer.RenderBaseLevel(layoutCreator); }
public SceneStateManager(LevelCollection levelCollection, LevelRenderer levelRenderer) { this.levelCollection = levelCollection; this.levelRenderer = levelRenderer; this.sceneState = new GameplayState(levelCollection, levelRenderer); }
// Update is called once per frame void FixedUpdate () { float xInput = Input.GetAxis("Horizontal"); float xMove = 0f; myX = transform.position[0]; myY = transform.position[1]; Vector3 camEdgePos = Camera.main.ScreenToWorldPoint(Vector3.zero); if (Input.GetKeyDown(KeyCode.RightArrow)) { if(myDirection == direction.LEFT) { anim.SetTrigger("right"); } } if (Input.GetKeyDown(KeyCode.LeftArrow)) { if (myDirection == direction.RIGHT) { anim.SetTrigger("left"); } } if (xInput > 0) { xMove = speed; myDirection = direction.RIGHT; stationary = false; } else if ((LevelRenderer.getTile( camEdgePos[0] ) >= LevelRenderer.getTile(transform.position[0]) ) ) { xMove = 0; } else if(xInput < 0) { xMove = -speed; myDirection = direction.LEFT; stationary = false; } myBody.velocity = new Vector2(xMove, myBody.velocity[1]); }
public LevelTransitionState(LevelCollection levelCollection, LevelRenderer levelRenderer) { this.levelCollection = levelCollection; this.levelRenderer = levelRenderer; }