public override void init(){ Microsoft.DirectX.Direct3D.Device d3dDevice = GuiController.Instance.D3dDevice; String mediaDir = GuiController.Instance.AlumnoEjemplosMediaDir; nivel = new Level( new Terrain(CommandosUI.Instance.MediaDir + "Heightmaps\\HeightmapPlano.jpg", GuiController.Instance.ExamplesMediaDir + "Texturas\\tierra.jpg", 10f, 1f ) ); pared = new Wall(new Vector3(0,0,0), new Vector3(200, 50, 10)); pj = new Commando(new Vector3(0, 0, -40)); pj.Representation.AutoTransformEnable = true; enemigo = new Enemy(new Vector3(0, 0, 40)); enemigo.ShowConeDirection = true; nivel.add(pared); nivel.add(enemigo); nivel.add(pj); GuiController.Instance.Modifiers.addFloat("AlturaPared", 10, 60, 10); GuiController.Instance.Modifiers.addFloat("RadioVision", 0, 500,100); GuiController.Instance.Modifiers.addFloat("AnguloVision", 0, 90, 45); GuiController.Instance.Modifiers.addBoolean("Direccion","Mostrar",false); //GuiController.Instance.RotCamera.targetObject(enemigo.BoundingBox); GuiController.Instance.RotCamera.CameraDistance = 200; GuiController.Instance.Modifiers.addVertex3f("posicionTarget", new Vector3(-100, -100, -100), new Vector3(100, 100, 100), new Vector3(0, 0, -20)); Modifiers.initialize(); GuiController.Instance.Modifiers.addBoolean("Cilindros", "Ver cilindros", false); Modifiers.Instance.bind("Cilindros", typeof(Character), "RenderCylinder"); GuiController.Instance.Modifiers.addBoolean("Agachado", "Sí", false); Modifiers.Instance.bind("Agachado", this, "Crouch"); Modifiers.Instance.bind("RadioVision", enemigo,"VisionRadius"); Modifiers.Instance.bind("Direccion", enemigo, "ShowConeDirection"); Modifiers.Instance.bind("posicionTarget", pj, "Position"); }
public override void init() { Device d3dDevice = GuiController.Instance.D3dDevice; terrain = new Terrain(); skeletal = new SkeletalRepresentation(terrain.getPosition(477, 129)); tree = new Tree(terrain.getPosition(420, 129), new Vector3(5,7,5),new Vector3(0,0,0)); wall = new Wall(terrain.getPosition(200, 337), new Vector3(500,100,50)); effect = TgcShaders.loadEffect(CommandosUI.Instance.ShadersDir + "shaders.fx"); skeletal.Effect = effect; terrain.Effect = effect; wall.Effect = effect; tree.Effect = effect; GuiController.Instance.Modifiers.addFloat("timeSpeed", 0.01f, 0.5f, 0.25f); new StandardCamera(); //initShadows(d3dDevice); }