Пример #1
0
        private void CreateSpriteRenderer(IItem item)
        {
            var protoItem      = (IProtoItem)item.ProtoGameObject;
            var icon           = protoItem.GroundIcon;
            var spriteRenderer = Rendering.CreateSpriteRenderer(
                this.SceneObject,
                icon,
                // draw over floor and occlusion layers
                drawOrder: DrawOrder.Occlusion + 1);

            var occlusionRenderer = ClientAmbientOcclusion.CreateOcclusionRenderer(
                this.SceneObject,
                icon,
                extractMaskFromColor: true);

            spriteRenderer.PositionOffset   = this.GetDrawOffset(item);
            spriteRenderer.SpritePivotPoint = (0.5, 0);
            spriteRenderer.Scale            = protoItem.GroundIconScale * ItemOnGroundScaleMultiplier;

            occlusionRenderer.PositionOffset   = spriteRenderer.PositionOffset;
            occlusionRenderer.SpritePivotPoint = spriteRenderer.SpritePivotPoint;
            occlusionRenderer.Scale            = spriteRenderer.Scale;

            var slotRenderer = new SlotRenderer(spriteRenderer, occlusionRenderer);

            this.slotRenderers.Add(item, slotRenderer);
        }
Пример #2
0
        protected override void ClientInitialize(ClientInitializeData data)
        {
            var worldObject = data.GameObject;
            var clientState = data.ClientState;

            this.ClientAddAutoStructurePointsBar(data);

            clientState.Renderer = Client.Rendering.CreateSpriteRenderer(
                worldObject,
                this.DefaultTexture);

            this.ClientSetupRenderer(clientState.Renderer);

            var textureOcclusion = this.TextureOcclusion;

            if (textureOcclusion != null)
            {
                clientState.RendererOcclusion = ClientAmbientOcclusion.CreateOcclusionRenderer(
                    worldObject,
                    textureResource: textureOcclusion);

                this.ClientSetupRenderer(clientState.RendererOcclusion);
            }
        }