public TerrainLogic() { Game.GameManager.GraphicsThread.OnFrame += new VideoThread.FrameRenderDelegate(UpdateLogic); ChangeMode = Logic.ChangeMode.Flat; Intensity = 30.0f; Video.Input.InputManager.Input.KeyPressed += new Video.Input.InputManager.KeyPressDlg(keyPressed); Video.Input.InputManager.Input.MousePress += Input_MousePress; TerrainBrush = new Brushes.TerrainBrush(); Radius = 30.0f; InnerRadius = Radius * 0.66f; InnerChangeMode = Logic.ChangeMode.Flat; TerrainBrush.InnerSharpness = 0.75f; TerrainBrush.OuterSharpness = 0.8f; Game.GameManager.ActiveChangeModeChanged += () => { if (Game.GameManager.ActiveChangeType == ActiveChangeType.Height) { switch (mChangeMode) { case Logic.ChangeMode.Flat: case Logic.ChangeMode.Linear: case Logic.ChangeMode.Quadratic: case Logic.ChangeMode.Smooth: case Logic.ChangeMode.Spline: Video.ShaderCollection.TerrainShader.SetValue("brushType", Game.GameManager.GameWindow.PropertyPanel.BrushType); break; case Logic.ChangeMode.Special: Video.ShaderCollection.TerrainShader.SetValue("brushType", 3); break; } } }; }
public TerrainLogic() { Game.GameManager.GraphicsThread.OnFrame += new VideoThread.FrameRenderDelegate(UpdateLogic); ChangeMode = Logic.ChangeMode.Flat; Intensity = 30.0f; Video.Input.InputManager.Input.KeyPressed += new Video.Input.InputManager.KeyPressDlg(keyPressed); Video.Input.InputManager.Input.MousePress += Input_MousePress; TerrainBrush = new Brushes.TerrainBrush(); Radius = 30.0f; InnerRadius = Radius * 0.66f; InnerChangeMode = Logic.ChangeMode.Flat; TerrainBrush.InnerSharpness = 0.75f; TerrainBrush.OuterSharpness = 0.8f; Game.GameManager.ActiveChangeModeChanged += () => { if (Game.GameManager.ActiveChangeType == ActiveChangeType.Height) { switch (mChangeMode) { case Logic.ChangeMode.Flat: case Logic.ChangeMode.Linear: case Logic.ChangeMode.Quadratic: case Logic.ChangeMode.Smooth: case Logic.ChangeMode.Spline: Video.ShaderCollection.TerrainShader.SetValue("brushType", Game.GameManager.GameWindow.PropertyPanel.BrushType); break; case Logic.ChangeMode.Special: Video.ShaderCollection.TerrainShader.SetValue("brushType", 3); break; } } }; }