Пример #1
0
        public CraftingInventory(
            D3DEngine engine,
            WorldConfiguration conf,
            PlayerEntityManager character,
            IconFactory iconFactory,
            InputsManager inputManager,
            SandboxCommonResources commonResources) :
            base(conf, character, iconFactory, inputManager)
        {
            _engine            = engine;
            _iconFactory       = iconFactory;
            _inputManager      = inputManager;
            _commonResources   = commonResources;
            _stInventoryWindow = ToDispose(new SpriteTexture(engine.Device, @"Images\Inventory\crafting_window.png"));

            _stLabelRecipes     = ToDispose(new SpriteTexture(engine.Device, @"Images\Inventory\label_crafting_recipes.png"));
            _stLabelIngredients = ToDispose(new SpriteTexture(engine.Device, @"Images\Inventory\label_ingredients.png"));
            _stLabelCraft       = ToDispose(new SpriteTexture(engine.Device, @"Images\Inventory\label_craft.png"));
            _stBtnCraft         = ToDispose(new SpriteTexture(engine.Device, @"Images\Inventory\inventory_close.png"));
            _stBtnCraftDown     = ToDispose(new SpriteTexture(engine.Device, @"Images\Inventory\inventory_close_down.png"));
            _stBtnCraftHover    = ToDispose(new SpriteTexture(engine.Device, @"Images\Inventory\inventory_close_hover.png"));

            CustomWindowImage = _stInventoryWindow;
            Bounds.Size       = new UniVector(627, 388);

            InitializeComponent();
        }
Пример #2
0
 public SinglePlayerComponent(Game game, D3DEngine engine, MainScreen screen, SandboxCommonResources commonResources, WorldParameters currentWorldParameter, RealmRuntimeVariables var, GuiManager guiManager)
     : base(game, engine, screen, commonResources)
 {
     _engine                = engine;
     _guiManager            = guiManager;
     _vars                  = var;
     _currentWorldParameter = currentWorldParameter;
 }
Пример #3
0
        public override void Initialize()
        {
            _stLabelGraphic    = ToDispose(SandboxCommonResources.LoadTexture(_engine, "Images\\graphic_label.png"));
            _stLabelSound      = ToDispose(SandboxCommonResources.LoadTexture(_engine, "Images\\sound_label.png"));
            _stLabelCoreEngine = ToDispose(SandboxCommonResources.LoadTexture(_engine, "Images\\core_engine_label.png"));
            _stLabelKeyBinding = ToDispose(SandboxCommonResources.LoadTexture(_engine, "Images\\key_binding_label.png"));

            base.Initialize();
        }
Пример #4
0
 public SavedGamePanel(SandboxCommonResources commonResources, WorldParameters currentWorldParameter, RealmRuntimeVariables vars)
 {
     _vars = vars;
     _currentWorldParameter = currentWorldParameter;
     _commonResources       = commonResources;
     InitializeComponent();
     this.IsVisible  = true;
     this.IsRendable = false;
 }
Пример #5
0
        public override void Initialize()
        {
            _stNewGameLabel    = ToDispose(SandboxCommonResources.LoadTexture(_engine, "Images\\newgame_label.png"));
            _stSavedGamesLabel = ToDispose(SandboxCommonResources.LoadTexture(_engine, "Images\\saved_games_label.png"));
            _stLoadLabel       = ToDispose(SandboxCommonResources.LoadTexture(_engine, "Images\\load_label.png"));
            _stDeleteLabel     = ToDispose(SandboxCommonResources.LoadTexture(_engine, "Images\\delete_label.png"));
            _stCreateLabel     = ToDispose(SandboxCommonResources.LoadTexture(_engine, "Images\\create_label.png"));

            base.Initialize();
        }
Пример #6
0
        public SelectionInventory(D3DEngine engine, WorldConfiguration conf, IconFactory iconFactory, SandboxCommonResources commonResources) :
            base(conf, iconFactory)
        {
            _commonResources  = commonResources;
            _stBtnSelect      = ToDispose(new SpriteTexture(engine.Device, @"Images\Inventory\inventory_close.png"));
            _stBtnSelectDown  = ToDispose(new SpriteTexture(engine.Device, @"Images\Inventory\inventory_close_down.png"));
            _stBtnSelectHover = ToDispose(new SpriteTexture(engine.Device, @"Images\Inventory\inventory_close_hover.png"));

            _stInventoryWindow = ToDispose(new SpriteTexture(engine.Device, @"Images\Inventory\crafting_window.png"));

            CustomWindowImage = _stInventoryWindow;
            Bounds.Size       = new UniVector(627, 388);

            InitializeComponent();
        }
Пример #7
0
        public PlayerInventory(D3DEngine engine, PlayerEntityManager character, IconFactory iconFactory, InputsManager inputManager, SandboxCommonResources commonResources) :
            base(character, iconFactory, new Point(200, 120), new Point(270, 50), inputManager)
        {
            _commonResources             = commonResources;
            _stInventoryWindow           = new SpriteTexture(engine.Device, @"Images\Inventory\inventory_window.png");
            _stInventoryCloseButton      = new SpriteTexture(engine.Device, @"Images\Inventory\inventory_close.png");
            _stInventoryCloseButtonHover = new SpriteTexture(engine.Device, @"Images\Inventory\inventory_close_hover.png");
            _stInventoryCloseButtonDown  = new SpriteTexture(engine.Device, @"Images\Inventory\inventory_close_down.png");
            _stInventoryCloseButtonLabel = new SpriteTexture(engine.Device, @"Images\Inventory\inventory_close_label.png");

            CustomWindowImage = _stInventoryWindow;
            Bounds.Size       = new S33M3CoreComponents.GUI.Nuclex.UniVector(674, 388);

            CellsCreated();
            PrepareCells();
        }
Пример #8
0
        public ContainerInventory(
            D3DEngine engine,
            IconFactory iconFactory,
            InputsManager inputManager,
            SandboxCommonResources commonResources,
            WorldConfiguration config,
            PlayerEntityManager playerEntityManager
            ) : base(config, playerEntityManager, iconFactory, inputManager)
        {
            _commonResources = commonResources;

            _stBtnCraft      = ToDispose(new SpriteTexture(engine.Device, @"Images\Inventory\inventory_close.png"));
            _stBtnCraftDown  = ToDispose(new SpriteTexture(engine.Device, @"Images\Inventory\inventory_close_down.png"));
            _stBtnCraftHover = ToDispose(new SpriteTexture(engine.Device, @"Images\Inventory\inventory_close_hover.png"));

            //Bounds.Size = new S33M3CoreComponents.GUI.Nuclex.UniVector(312, 388);
            InitializeComponent();

            _craftButton.CustomImage      = _stBtnCraft;
            _craftButton.CustomImageDown  = _stBtnCraftDown;
            _craftButton.CustomImageHover = _stBtnCraftHover;
            _craftButton.CustomFont       = _commonResources.FontBebasNeue25;
            _craftButton.Text             = "CRAFT";
        }
Пример #9
0
 public SettingsComponent(Game game, D3DEngine engine, MainScreen screen, SandboxCommonResources commonResources, IKernel iocContainer, ISoundEngine soundEngine)
     : base(game, engine, screen, commonResources)
 {
     _iocContainer = iocContainer;
     _soundEngine  = soundEngine;
 }