public ArrayAdaptor(T[] array, ItemDrawer itemDrawer, ItemHeight itemHeight, fiGraphMetadata metadata) { _metadata = metadata; _array = array; _itemDrawer = itemDrawer; _itemHeight = itemHeight; }
/// <param name="list">The list which can be reordered.</param> /// <param name="itemDrawer">Callback to draw list item.</param> /// <param name="itemHeight">Height of list item in pixels.</param> public ListAdaptor(IList <T> list, ItemDrawer itemDrawer, ItemHeight itemHeight, fiGraphMetadata metadata) { _metadata = metadata; _list = list; _itemDrawer = itemDrawer; _itemHeight = itemHeight; }
public CollectionAdaptor(ICollection <T> collection, ItemDrawer drawer, ItemHeight height, fiGraphMetadata metadata) { _metadata = metadata; _collection = collection; _drawer = drawer; _height = height; InvalidateCache(/*migrateMetadata:*/ false); }
void Awake() { if (itemDrawer != null) { Destroy(itemDrawer); } else { itemDrawer = this; } DontDestroyOnLoad(this); itemPrefab = Resources.Load("Item") as GameObject; compPrefab = Resources.Load("Comp") as GameObject; items = Resources.LoadAll("Items", typeof(Craftable)).Cast <Craftable>().ToArray(); components = Resources.LoadAll("Components", typeof(BasicMaterial)).Cast <BasicMaterial>().ToArray(); }
public void Draw(ItemDrawer drawer, EffectDrawParameters[] parameters, Color defaultColor) { //m_renderTarget1 = m_finallyTarget; //m_device.SetRenderTarget( null); //m_device.SetRenderTarget(m_resloveTexture); var tgt = m_batch.GraphicsDevice.GetRenderTargets()[0].RenderTarget; m_batch.GraphicsDevice.SetRenderTarget( m_renderTarget1); m_batch.GraphicsDevice.Clear(defaultColor); m_batch.Begin( SpriteSortMode.Deferred, BlendState.AlphaBlend); drawer(m_batch); m_batch.End(); //return; RenderTarget2D temp; foreach( EffectDrawParameters effectDrawParameterse in parameters ) { DrawEffect(m_renderTarget1, m_renderTarget2, effectDrawParameterse); temp = m_renderTarget1; m_renderTarget1 = m_renderTarget2; m_renderTarget2 = temp; } m_batch.GraphicsDevice.SetRenderTarget(tgt); }
public void Draw(ItemDrawer drawer) { m_batch.GraphicsDevice.SetRenderTarget( m_finallyTarget); m_batch.Begin( SpriteSortMode.Deferred, BlendState.AlphaBlend); drawer(m_batch); m_batch.End(); }
public void Draw(ItemDrawer drawer, EffectDrawParameters param, Color color) { Draw( drawer, new[] {param}, color ); }