protected override PerSceneContext Attach(SceneManipulator manipulator, ViewInformation correspondingView) { PerSceneContext context = new PerSceneContext(); NamedOrGenericKey resCubeGeometry = manipulator.AddGeometry(new CubeType()); context.CubeObject = manipulator.AddGeneric(resCubeGeometry); context.CubeObject.Color = Color4.RedColor; return(context); }
private static void AppendWallObjectToScene(SceneManipulator manipulator, int sideLength) { // Define wall object (define geometry and create object for the scene). var resWallTexture = manipulator.AddTexture( new AssemblyResourceLink( typeof(SeeingSharpSampleResources), "Textures.Wall.png")); var resWallMaterial = manipulator.AddSimpleColoredMaterial(resWallTexture); VertexStructure wallStructure = new VertexStructure(); wallStructure.FirstSurface.EnableTextureTileMode(new Vector2(2f, 2f)); wallStructure.FirstSurface.BuildCube24V( new Vector3(-sideLength * SPACE_X / 2f - 10f, 0f, -sideLength * SPACE_Z / 2f), new Vector3(0.2f, sideLength * SPACE_Y, sideLength * SPACE_Z), Color4.Gray); wallStructure.FirstSurface.Material = resWallMaterial; var resWallGeometry = manipulator.AddGeometry(wallStructure); GenericObject wallObject = manipulator.AddGeneric(resWallGeometry, new Vector3(6.3f, 0f, 0f)); }
private static void AppendPalletObjectsToScene(SceneManipulator manipulator) { Util.NamedOrGenericKey resPalletGeometry; Util.NamedOrGenericKey resPalletGeometryRed; Util.NamedOrGenericKey resPalletGeometryGreen; // Define pallet geometry PalletType palletType = new PalletType(); PalletType palletTypeRed = new PalletType(); PalletType palletTypeGreen = new PalletType(); palletTypeRed.ContentColor = Color4.DarkRed; palletTypeGreen.ContentColor = Color4.DarkOliveGreen; // Append pallet geometry to scene resPalletGeometry = manipulator.AddGeometry(palletType); resPalletGeometryRed = manipulator.AddGeometry(palletTypeRed); resPalletGeometryGreen = manipulator.AddGeometry(palletTypeGreen); //Append objects to the scene Vector3 relocVector = new Vector3(0.5f, 0f, 0); List <GenericObject> standardPallets = new List <GenericObject>(); List <GenericObject> transparentPallets = new List <GenericObject>(); for (int loopX = 0; loopX < 20; loopX++) { float xPos = loopX * 1.2f; if (loopX >= 5) { xPos += 1f; } //White pallets standardPallets.Add(manipulator.AddGeneric(resPalletGeometry, relocVector + new Vector3(xPos, 0f, 0f))); transparentPallets.Add(manipulator.AddGeneric(resPalletGeometry, relocVector + new Vector3(xPos, 0f, 1.5f))); transparentPallets.Add(manipulator.AddGeneric(resPalletGeometry, relocVector + new Vector3(xPos, 0f, -1.5f))); //Red pallets transparentPallets.Add(manipulator.AddGeneric(resPalletGeometryRed, relocVector + new Vector3(xPos, 0f, 5.0f))); standardPallets.Add(manipulator.AddGeneric(resPalletGeometryRed, relocVector + new Vector3(xPos, 0f, 6.5f))); transparentPallets.Add(manipulator.AddGeneric(resPalletGeometryRed, relocVector + new Vector3(xPos, 0f, 8f))); transparentPallets.Add(manipulator.AddGeneric(resPalletGeometryRed, relocVector + new Vector3(xPos, 0f, 9.5f))); //Red pallets transparentPallets.Add(manipulator.AddGeneric(resPalletGeometryRed, relocVector + new Vector3(xPos, 5f, 5.0f))); standardPallets.Add(manipulator.AddGeneric(resPalletGeometryRed, relocVector + new Vector3(xPos, 5f, 6.5f))); transparentPallets.Add(manipulator.AddGeneric(resPalletGeometryRed, relocVector + new Vector3(xPos, 5f, 8f))); transparentPallets.Add(manipulator.AddGeneric(resPalletGeometryRed, relocVector + new Vector3(xPos, 5f, 9.5f))); //Red pallets transparentPallets.Add(manipulator.AddGeneric(resPalletGeometryGreen, relocVector + new Vector3(xPos, 0f, -5.0f))); standardPallets.Add(manipulator.AddGeneric(resPalletGeometryGreen, relocVector + new Vector3(xPos, 0f, -6.5f))); transparentPallets.Add(manipulator.AddGeneric(resPalletGeometryGreen, relocVector + new Vector3(xPos, 0f, -8f))); transparentPallets.Add(manipulator.AddGeneric(resPalletGeometryGreen, relocVector + new Vector3(xPos, 0f, -9.5f))); } standardPallets.ForEachInEnumeration((actPallet) => { actPallet.BorderMultiplyer = 50f; actPallet.BorderPart = 0.01f; }); transparentPallets.ForEachInEnumeration((actPallet) => { actPallet.BorderMultiplyer = 50f; actPallet.BorderPart = 0.01f; actPallet.Opacity = 0.5f; }); }
/// <summary> /// Builds up the given screen on the given SceneManipulator. /// </summary> /// <param name="manipulator">The manipulator.</param> /// <param name="currentScreen">The screen to be build.</param> private void BuildScreen(SceneManipulator manipulator, ScreenData currentScreen) { int tilesX = m_currentLevel.Tilemap.TilesX; int tilesY = m_currentLevel.Tilemap.TilesY; float tileDistX = Constants.TILE_DISTANCE_X; float tileDistY = -Constants.TILE_DISTANCE_Y; Vector3 midPoint = new Vector3((tilesX - 1) * tileDistX / 2f, 0f, ((tilesY - 1) * tileDistY / 2f)); foreach (CardPairData actPairData in currentScreen.MemoryPairs) { CardPairLogic actCardPair = new CardPairLogic(actPairData); // Define all resources needed for a card for this pair var resTitleMaterial = manipulator.AddSimpleColoredMaterial(actPairData.TitleFile); var resGeometry1 = manipulator.AddGeometry(new CardObjectType() { FrontMaterial = resTitleMaterial, BackMaterial = m_resBackgroundMaterial1 }); var resGeometry2 = manipulator.AddGeometry(new CardObjectType() { FrontMaterial = resTitleMaterial, BackMaterial = m_resBackgroundMaterial2 }); // Create both cards for this pair Card cardA = new Card(resGeometry1, actCardPair); Card cardB = new Card(resGeometry2, actCardPair); Tuple<int, int> slotA = SearchFreeCardSlot(m_currentLevel, m_cardMapOnScreen); m_cardMapOnScreen[slotA.Item1, slotA.Item2] = cardA; Tuple<int, int> slotB = SearchFreeCardSlot(m_currentLevel, m_cardMapOnScreen); m_cardMapOnScreen[slotB.Item1, slotB.Item2] = cardB; // Add both cards to the scene cardA.Position = new Vector3(slotA.Item1 * tileDistX, 0f, slotA.Item2 * tileDistY) - midPoint; cardA.AccentuationFactor = 1f; cardB.Position = new Vector3(slotB.Item1 * tileDistX, 0f, slotB.Item2 * tileDistY) - midPoint; cardB.AccentuationFactor = 1f; manipulator.Add(cardA); manipulator.Add(cardB); // Assigns the cards to the pair object actCardPair.Cards = new Card[] { cardA, cardB }; manipulator.Add(actCardPair); m_cardPairsOnScreen.Add(actCardPair); } }