예제 #1
0
        public C_DrawSeasonUI(C_SeasonState seasonState, float depth = 100, float alpha = 1)
        {
            this.seasonState = seasonState;
            this.alpha       = alpha;
            this.depth       = depth;

            graphicsDevice = Renderer_2D.GetGraphicsDevice();

            effect = ResouceManager.GetEffect("CircleBar").Clone();
            effect.Parameters["WorldViewProjection"].SetValue(Camera2D.GetView() * Camera2D.GetProjection());
            effect.CurrentTechnique = effect.Techniques["Technique1"];
            vertexPositions         = new VertexPositionTexture[4];
        }
예제 #2
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        public C_DrawRouteEffect(float alpha = 1, float depth = 16)
        {
            this.alpha   = alpha;
            this.depth   = depth;
            imageNames   = new List <string>();
            imageEffects = new List <ImageEffect>();

            creatTimer    = new Timer(0.1f);
            creatTimer.Dt = new Timer.timerDelegate(CreatEffectOne);
            creatNO       = 0;
            size          = Vector2.One;

            graphicsDevice = Renderer_2D.GetGraphicsDevice();
        }
예제 #3
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        public C_DrawAnimetion(Vector2 animSpriteSize, float depth = 1, float alpha = 1)
        {
            this.alpha = alpha;
            this.depth = depth;
            size       = 1;

            animDatas           = new Dictionary <string, AnimData>();
            this.animSpriteSize = animSpriteSize;


            graphicsDevice = Renderer_2D.GetGraphicsDevice();

            vertexPositions = new VertexPositionTexture[4];
            shadeTimer      = new Timer(3);

            isShaderOn = false;
        }
예제 #4
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        public C_DrawIceRoute(Vector2 startPosition, Vector2 endPosition, float alpha = 1, float depth = 16)
        {
            this.alpha         = alpha;
            this.depth         = depth;
            this.startPosition = startPosition;
            this.endPosition   = endPosition;
            imageNames         = new List <string>();
            imageEffects       = new List <ImageEffect>();

            creatTimer    = new Timer(0.1f);
            creatTimer.Dt = new Timer.timerDelegate(CreatEffectOne);
            creatNO       = 0;
            aliveSecond   = Parameter.IceRouteTime;

            graphicsDevice = Renderer_2D.GetGraphicsDevice();

            RegisterImage("P_Ice_", 5);
            SetState(0.08f, 0, -20);
        }
예제 #5
0
        public C_DrawWithShader(string imgName, string maskName, Vector2 offsetPosition, float depth = 1, float alpha = 1)
        {
            this.imgName        = imgName;
            this.maskName       = maskName;
            this.offsetPosition = offsetPosition;
            this.alpha          = alpha;
            this.depth          = depth;

            graphicsDevice = Renderer_2D.GetGraphicsDevice();

            effect = ResouceManager.GetEffect("MaskShader").Clone();
            effect.Parameters["theTexture"].SetValue(ResouceManager.GetTexture(imgName));
            effect.Parameters["theMask"].SetValue(ResouceManager.GetTexture(maskName));
            effect.CurrentTechnique = effect.Techniques["Technique1"];
            effect.Parameters["Color"].SetValue(new float[4] {
                0.5f, 0, 0, 0.5f
            });

            vertexPositions = new VertexPositionTexture[4];
            timer           = new Timer(5);
        }
예제 #6
0
        public ImageEffect(string name, Vector2 position, float aliveSecond)
        {
            this.name     = name;
            this.position = position;
            alpha         = 0;
            aliveTimer    = new Timer(aliveSecond);
            isDisappear   = false;
            imageSize     = ResouceManager.GetTextureSize(name);
            rect          = new Rectangle(0, 0, (int)imageSize.X, (int)imageSize.Y);
            size          = Vector2.One;

            graphicsDevice = Renderer_2D.GetGraphicsDevice();

            effect = ResouceManager.GetEffect("MaskShader").Clone();
            effect.Parameters["theTexture"].SetValue(ResouceManager.GetTexture(name));
            effect.Parameters["theMask"].SetValue(ResouceManager.GetTexture("ShadeMask_LR"));
            effect.CurrentTechnique = effect.Techniques["Technique1"];
            effect.Parameters["Color"].SetValue(new float[4] {
                0.5f, 0, 0, 0.5f
            });
            effect.Parameters["WorldViewProjection"].SetValue(Camera2D.GetView() * Camera2D.GetProjection());

            vertexPositions = new VertexPositionTexture[4];
        }