public override void DrawShadow(MapView mapView, Matrix shadow) { base.DrawShadow(mapView, shadow); Model m; m = GameResources.Inst().GetTreeModel(3); mapView.DrawShadow(m, worldM, shadow); m = GameResources.Inst().GetTreeModel(4); mapView.DrawShadow(m, worldM, shadow); }
public override void DrawShadow(MapView mapView, Matrix shadow) { base.DrawShadow(mapView, shadow); Model m = GameResources.Inst().GetTreeModel(0); for (int loop1 = 0; loop1 < translateM.Length; loop1++) { if (model.getTown((CorePlugin.TownPos)(loop1 / 8)).GetBuildingKind(model.GetID()) != BuildingKind.NoBuilding) continue; mapView.DrawShadow(m, objectMatrix[loop1] * world, shadow); } }
public virtual void DrawShadow(MapView mapView, Matrix shadow) { Model m; Matrix tempMatrix; for (int loop1 = 0; loop1 < 6; loop1++) { if (townView == null || !townView[loop1].getBuildingIsBuild(model.GetID())) { continue; } m = GetBuildingModel((TownPos)loop1, out tempMatrix); if (m == null) continue; int banID = -1; if (model.getTown((TownPos)loop1).GetBuildingKind(model.GetID()) == BuildingKind.SourceBuilding) { if(model.GetKind() == HexaKind.Stone) banID = 1; else if (model.GetKind() == HexaKind.Mountains) { //continue; } } mapView.DrawShadow(m, tempMatrix * world, shadow, banID); } if(roadView != null) for (int loop1 = 0; loop1 < roadView.Length; loop1++) if (model.GetRoadOwner(loop1)) roadView[loop1].DrawShadow(mapView, shadow); if(townView != null) for (int loop1 = 0; loop1 < roadView.Length; loop1++) if (model.GetTownOwner(loop1)) townView[loop1].DrawShadow(mapView, shadow); }
internal void DrawShadow(MapView mapView, Matrix shadow) { if (isBuildView) { Model m = GameResources.Inst().GetRoadModel(); mapView.DrawShadow(m, world, shadow); } }
public override void DrawShadow(MapView mapView, Matrix shadow) { base.DrawShadow(mapView, shadow); Model m = GameResources.Inst().GetTreeModel(5); mapView.DrawShadow(m, worldM, shadow); if (stepherds == 0) return; m = GameResources.Inst().GetTreeModel(1); for (int loop1 = 0; loop1 < translateM.Length; loop1++) { if (loop1 % 3 == 0 && stepherds >= 1 || loop1 % 3 == 1 && stepherds >= 3 || loop1 % 3 == 2 && stepherds >= 2) { mapView.DrawShadow(m, objectMatrix[loop1] * world, shadow); } } }