public SceneManager(Platform platform, Engine engine, Scene startScene) { this.platform = platform; this.engine = engine; nextScene = startScene; sceneRenderer = new SceneRenderer(platform); }
public static void Create(Platform platform, Engine engine) { var unlitShaderAsset = engine.Assets.Load<ShaderAsset>("assets/unlit.bba"); var vertexLitShaderAsset = engine.Assets.Load<ShaderAsset>("assets/vertex_lit.bba"); var pixelLitShaderAsset = engine.Assets.Load<ShaderAsset>("assets/pixel_lit.bba"); UnlitShader = platform.Graphics.CreateShader (unlitShaderAsset); VertexLitShader = platform.Graphics.CreateShader (vertexLitShaderAsset); PixelLitShader = platform.Graphics.CreateShader (pixelLitShaderAsset); }
void Init(Platform platform, Engine engine) { Console.WriteLine (fntUvData); s = new SpritePrimitive (engine.PrimitiveRenderer, fntTex); s.SetBlendMode (BlendMode.Default); }
public SpriteFont(Platform platform, Engine engine, String fntUvData, Texture fntTex) { this.fntUvData = fntUvData; this.fntTex = fntTex; Init (platform, engine); }
public SpriteFont(Platform platform, Engine engine, TextAsset fntUvAsset, TextureAsset fntTexAsset) { fntUvData = fntUvAsset.Text; fntTex = platform.Graphics.CreateTexture (fntTexAsset); Init (platform, engine); }
/// <summary> /// Blimey's initilisation rountine. /// </summary> public virtual void Start(Platform platform) { fps = new FpsHelper(); frameBuffer = new FrameBufferHelper(platform.Graphics); engine = new Engine (platform); sceneManager = new SceneManager(platform, engine, startScene); }
// ===================== // // Blimey internal calls // // ===================== // internal void Initialize(Platform platform, Engine engine) { this.platform = platform; this.engine = engine; this.sceneGraph = new SceneSceneGraph (this); this.cameraManager = new CameraManager(this); this.Start(); }
// INTERNAL METHODS // called after constructor and before awake internal void Initilise(Platform platform, Engine engine, Entity parent) { Platform = platform; Engine = engine; Parent = parent; Active = true; }