public AGSCharacter(string id, Resolver resolver, IOutfit outfit) : base(id, resolver) { _hasRoom = AddComponent<IHasRoom>(); _animationContainer = AddComponent<IAnimationContainer>(); _inObjectTree = AddComponent<IInObjectTree>(); _collider = AddComponent<ICollider>(); _visibleComponent = AddComponent<IVisibleComponent>(); _enabledComponent = AddComponent<IEnabledComponent>(); _customProperties = AddComponent<ICustomPropertiesComponent>(); _drawableInfo = AddComponent<IDrawableInfo>(); _hotspotComponent = AddComponent<IHotspotComponent>(); _shaderComponent = AddComponent<IShaderComponent>(); _transformComponent = AddComponent<ITranslateComponent>(); _imageComponent = AddComponent<IImageComponent>(); _scaleComponent = AddComponent<IScaleComponent>(); _rotateComponent = AddComponent<IRotateComponent>(); _pixelPerfectComponent = AddComponent<IPixelPerfectComponent>(); _faceDirectionBehavior = AddComponent<IFaceDirectionBehavior>(); _hasOutfit = AddComponent<IHasOutfit>(); _hasInventory = AddComponent<IHasInventory>(); _followBehavior = AddComponent<IFollowBehavior>(); beforeInitComponents(resolver, outfit); InitComponents(); afterInitComponents(resolver, outfit); }
public AGSButton(string id, Resolver resolver) : base(id, resolver) { _uIEvents = AddComponent <IUIEvents>(); _skinComponent = AddComponent <ISkinComponent>(); _hasRoom = AddComponent <IHasRoom>(); _animationContainer = AddComponent <IAnimationContainer>(); _inObjectTree = AddComponent <IInObjectTree>(); _collider = AddComponent <ICollider>(); _visibleComponent = AddComponent <IVisibleComponent>(); _enabledComponent = AddComponent <IEnabledComponent>(); _customProperties = AddComponent <ICustomPropertiesComponent>(); _drawableInfo = AddComponent <IDrawableInfo>(); _hotspotComponent = AddComponent <IHotspotComponent>(); _shaderComponent = AddComponent <IShaderComponent>(); _translateComponent = AddComponent <ITranslateComponent>(); _imageComponent = AddComponent <IImageComponent>(); _scaleComponent = AddComponent <IScaleComponent>(); _rotateComponent = AddComponent <IRotateComponent>(); _pixelPerfectComponent = AddComponent <IPixelPerfectComponent>(); _textComponent = AddComponent <ITextComponent>(); _buttonComponent = AddComponent <IButtonComponent>(); _modelMatrixComponent = AddComponent <IModelMatrixComponent>(); beforeInitComponents(resolver); InitComponents(); afterInitComponents(resolver); }
public AGSCheckBox(string id, Resolver resolver) : base(id, resolver) { _uIEvents = AddComponent<IUIEvents>(); _skinComponent = AddComponent<ISkinComponent>(); _hasRoom = AddComponent<IHasRoom>(); _animationContainer = AddComponent<IAnimationContainer>(); _inObjectTree = AddComponent<IInObjectTree>(); _collider = AddComponent<ICollider>(); _visibleComponent = AddComponent<IVisibleComponent>(); _enabledComponent = AddComponent<IEnabledComponent>(); _customProperties = AddComponent<ICustomPropertiesComponent>(); _drawableInfo = AddComponent<IDrawableInfo>(); _hotspotComponent = AddComponent<IHotspotComponent>(); _shaderComponent = AddComponent<IShaderComponent>(); _translateComponent = AddComponent<ITranslateComponent>(); _imageComponent = AddComponent<IImageComponent>(); _scaleComponent = AddComponent<IScaleComponent>(); _rotateComponent = AddComponent<IRotateComponent>(); _pixelPerfectComponent = AddComponent<IPixelPerfectComponent>(); _textComponent = AddComponent<ITextComponent>(); _checkboxComponent = AddComponent<ICheckboxComponent>(); beforeInitComponents(resolver); InitComponents(); afterInitComponents(resolver); }
public AGSCharacter(string id, Resolver resolver, IOutfit outfit) : base(id, resolver) { _hasRoom = AddComponent <IHasRoom>(); _animationContainer = AddComponent <IAnimationContainer>(); _inObjectTree = AddComponent <IInObjectTree>(); _collider = AddComponent <ICollider>(); _visibleComponent = AddComponent <IVisibleComponent>(); _enabledComponent = AddComponent <IEnabledComponent>(); _customProperties = AddComponent <ICustomPropertiesComponent>(); _drawableInfo = AddComponent <IDrawableInfo>(); _hotspotComponent = AddComponent <IHotspotComponent>(); _shaderComponent = AddComponent <IShaderComponent>(); _translateComponent = AddComponent <ITranslateComponent>(); _imageComponent = AddComponent <IImageComponent>(); _scaleComponent = AddComponent <IScaleComponent>(); _rotateComponent = AddComponent <IRotateComponent>(); _pixelPerfectComponent = AddComponent <IPixelPerfectComponent>(); _faceDirectionBehavior = AddComponent <IFaceDirectionBehavior>(); _hasOutfit = AddComponent <IHasOutfit>(); _hasInventory = AddComponent <IHasInventory>(); _followBehavior = AddComponent <IFollowBehavior>(); _modelMatrixComponent = AddComponent <IModelMatrixComponent>(); beforeInitComponents(resolver, outfit); InitComponents(); afterInitComponents(resolver, outfit); }
public override void Init(IEntity entity) { base.Init(entity); _drawableInfo = entity.GetComponent<IDrawableInfo>(); _obj = entity.GetComponent<IAnimationContainer>(); _scale = entity.GetComponent<IScaleComponent>(); _pixelPerfect = entity.GetComponent<IPixelPerfectComponent>(); }
public override void Init(IEntity entity) { base.Init(entity); _drawableInfo = entity.GetComponent <IDrawableInfo>(); _obj = entity.GetComponent <IAnimationContainer>(); _scale = entity.GetComponent <IScaleComponent>(); _pixelPerfect = entity.GetComponent <IPixelPerfectComponent>(); }
public void Prepare(IObject obj, IDrawableInfo drawable, IViewport viewport) { _glText = _glText ?? new GLText(_graphics, _fonts, _bitmapPool); updateBoundingBoxes(obj, drawable, viewport); _bgRenderer.BoundingBoxes = _usedLabelBoundingBoxes; _bgRenderer.Prepare(obj, drawable, viewport); }
public override void Init(IEntity entity) { base.Init(entity); _collider = entity.GetComponent <ICollider>(); _drawableInfo = entity.GetComponent <IDrawableInfo>(); _tree = entity.GetComponent <IInObjectTree>(); _visible = entity.GetComponent <IVisibleComponent>(); _enabled = entity.GetComponent <IEnabledComponent>(); _gameEvents.OnRepeatedlyExecute.Subscribe(onRepeatedlyExecute); }
public override void Init(IEntity entity) { base.Init(entity); _collider = entity.GetComponent<ICollider>(); _drawableInfo = entity.GetComponent<IDrawableInfo>(); _tree = entity.GetComponent<IInObjectTree>(); _visible = entity.GetComponent<IVisibleComponent>(); _enabled = entity.GetComponent<IEnabledComponent>(); _gameEvents.OnRepeatedlyExecute.Subscribe(onRepeatedlyExecute); }
public override void Init(IEntity entity) { base.Init(entity); _entity = entity; _animation = entity.GetComponent <IAnimationContainer>(); _tree = entity.GetComponent <IInObjectTree>(); _scale = entity.GetComponent <IScaleComponent>(); _translate = entity.GetComponent <ITranslateComponent>(); _rotate = entity.GetComponent <IRotateComponent>(); _image = entity.GetComponent <IImageComponent>(); _room = entity.GetComponent <IHasRoom>(); _drawable = entity.GetComponent <IDrawableInfo>(); }
private void updateBoundingBoxes(IObject obj, IDrawableInfo drawable, IViewport viewport) { AutoFit autoFit = getAutoFit(); float height = obj.Height; float width = obj.Width; if (autoFit == AutoFit.LabelShouldFitText) { updateText(GLText.EmptySize, null); CustomImageSize = new SizeF(_glText.Width, _glText.Height); } else { CustomImageSize = BaseSize; } var resolutionFactor = string.IsNullOrEmpty(Text) ? AGSModelMatrixComponent.NoScaling : new PointF(GLText.TextResolutionFactorX, GLText.TextResolutionFactorY); CustomImageResolutionFactor = resolutionFactor; var noFactor = AGSModelMatrixComponent.NoScaling; bool resolutionMatches = resolutionFactor.Equals(noFactor); var viewportMatrix = drawable.IgnoreViewport ? Matrix4.Identity : _viewport.GetViewport(drawable.RenderLayer.Z).GetMatrix(viewport, drawable.RenderLayer.ParallaxSpeed); var modelMatrices = obj.GetModelMatrices(); IGLMatrices textRenderMatrices = new GLMatrices { ModelMatrix = modelMatrices.InObjResolutionMatrix, ViewportMatrix = viewportMatrix }; //_textRenderMatrixBuilder.Build(_labelMatrixRenderTarget, sprite, parent, matrix, areaScaling, resolutionFactor); IGLMatrices labelRenderMatrices = new GLMatrices { ModelMatrix = modelMatrices.InVirtualResolutionMatrix, ViewportMatrix = viewportMatrix }; // _labelRenderMatrixBuilder.Build(_labelMatrixRenderTarget, sprite, parent, matrix, areaScaling, noFactor); IGLMatrices textHitTestMatrices = resolutionMatches ? textRenderMatrices : labelRenderMatrices; IGLMatrices labelHitTestMatrices = labelRenderMatrices; updateBoundingBoxes(autoFit, textHitTestMatrices, labelHitTestMatrices, noFactor, resolutionMatches, true); if (!resolutionMatches) { updateBoundingBoxes(autoFit, textRenderMatrices, labelRenderMatrices, resolutionFactor, true, false); } }
public void Prepare(IObject obj, IDrawableInfo drawable, IViewport viewport) { }
public void Prepare(IObject obj, IDrawableInfo drawable, IInObjectTree tree, IViewport viewport, PointF areaScaling) { }