Пример #1
0
        public RadialButton(Game game, GameObject owner, CommandButton commandButton, bool isHeroButton = false)
        {
            _game             = game;
            _owner            = owner;
            CommandButton     = commandButton;
            _objectDefinition = commandButton.Object?.Value ?? null;

            IsRecruitHeroButton = isHeroButton;

            _background = commandButton.ButtonImage.Value;
            _border     = _game.GetMappedImage("RadialBorder");
            _hover      = _game.GetMappedImage("RadialOver");
            _down       = _game.GetMappedImage("RadialPush");

            _width = _border.Coords.Width;

            _fontColor = new ColorRgbaF(0, 0, 0, 1); // _game.AssetStore.InGameUI.Current.DrawableCaptionColor.ToColorRgbaF(); -> this is white -> conflicts with the progress clock
            _fontSize  = _game.AssetStore.InGameUI.Current.DrawableCaptionPointSize;
            var fontWeight = _game.AssetStore.InGameUI.Current.DrawableCaptionBold ? FontWeight.Bold : FontWeight.Normal;

            _font = _game.ContentManager.FontManager.GetOrCreateFont(_game.AssetStore.InGameUI.Current.DrawableCaptionFont, _fontSize, fontWeight);

            _alphaMask = MappedImageUtility.CreateTexture(_game.GraphicsLoadContext, _game.GetMappedImage("RadialClockOverlay1"));

            //_scheme = game.AssetStore.ControlBarSchemes.FindBySide(game.Scene3D.LocalPlayer.Side);
        }
Пример #2
0
        public MappedImageView(DiagnosticViewContext context, MappedImage mappedImageAsset)
            : base(context)
        {
            _texture = MappedImageUtility.CreateTexture(context.Game.GraphicsLoadContext, mappedImageAsset);
            var textureViewDescription = new TextureViewDescription(_texture, 0, 1, 0, 1);

            _textureView = AddDisposable(Context.Game.GraphicsDevice.ResourceFactory.CreateTextureView(ref textureViewDescription));
        }