public override void UpdateLights(EffectFrame frame) { Queue <EffectLayer> layers = new Queue <EffectLayer>(); PD2Settings settings = (PD2Settings)this.Profile.Settings; foreach (var layer in settings.Layers.Reverse().ToArray()) { if (layer.Enabled && layer.LogicPass) { layers.Enqueue(layer.Render(_game_state)); } } //Scripts this.Profile.UpdateEffectScripts(layers, _game_state); //ColorZones layers.Enqueue(new EffectLayer("PD2 - Color Zones").DrawColorZones((this.Profile.Settings as PD2Settings).lighting_areas.ToArray())); frame.AddLayers(layers.ToArray()); System.Diagnostics.Debug.WriteLine("PD2 -- UpdateLights() - 1"); StackTrace stackTrace = new StackTrace(); System.Diagnostics.Debug.WriteLine(stackTrace.GetFrame(1).GetMethod().Name); }
public override void UpdateLights(EffectFrame frame) { Queue <EffectLayer> layers = new Queue <EffectLayer>(); PD2Settings settings = (PD2Settings)this.Profile.Settings; foreach (var layer in settings.Layers.Reverse().ToArray()) { if (layer.Enabled && layer.LogicPass) { layers.Enqueue(layer.Render(_game_state)); } } //Scripts this.Profile.UpdateEffectScripts(layers, _game_state); //ColorZones layers.Enqueue(new EffectLayer("PD2 - Color Zones").DrawColorZones((this.Profile.Settings as PD2Settings).lighting_areas.ToArray())); frame.AddLayers(layers.ToArray()); }