Пример #1
0
        protected override PerSceneContext Attach(SceneManipulator manipulator, ViewInformation correspondingView)
        {
            PerSceneContext context = new PerSceneContext();

            NamedOrGenericKey resCubeGeometry = manipulator.AddGeometry(new CubeType());

            context.CubeObject       = manipulator.AddGeneric(resCubeGeometry);
            context.CubeObject.Color = Color4.RedColor;

            return(context);
        }
Пример #2
0
        private static void AppendWallObjectToScene(SceneManipulator manipulator, int sideLength)
        {
            // Define wall object (define geometry and create object for the scene).
            var resWallTexture = manipulator.AddTexture(
                new AssemblyResourceLink(
                    typeof(SeeingSharpSampleResources),
                    "Textures.Wall.png"));
            var resWallMaterial = manipulator.AddSimpleColoredMaterial(resWallTexture);

            VertexStructure wallStructure = new VertexStructure();

            wallStructure.FirstSurface.EnableTextureTileMode(new Vector2(2f, 2f));
            wallStructure.FirstSurface.BuildCube24V(
                new Vector3(-sideLength * SPACE_X / 2f - 10f, 0f, -sideLength * SPACE_Z / 2f),
                new Vector3(0.2f, sideLength * SPACE_Y, sideLength * SPACE_Z),
                Color4.Gray);
            wallStructure.FirstSurface.Material = resWallMaterial;
            var           resWallGeometry = manipulator.AddGeometry(wallStructure);
            GenericObject wallObject      = manipulator.AddGeneric(resWallGeometry, new Vector3(6.3f, 0f, 0f));
        }
        private static void AppendPalletObjectsToScene(SceneManipulator manipulator)
        {
            Util.NamedOrGenericKey resPalletGeometry;
            Util.NamedOrGenericKey resPalletGeometryRed;
            Util.NamedOrGenericKey resPalletGeometryGreen;

            // Define pallet geometry
            PalletType palletType      = new PalletType();
            PalletType palletTypeRed   = new PalletType();
            PalletType palletTypeGreen = new PalletType();

            palletTypeRed.ContentColor   = Color4.DarkRed;
            palletTypeGreen.ContentColor = Color4.DarkOliveGreen;

            // Append pallet geometry to scene
            resPalletGeometry      = manipulator.AddGeometry(palletType);
            resPalletGeometryRed   = manipulator.AddGeometry(palletTypeRed);
            resPalletGeometryGreen = manipulator.AddGeometry(palletTypeGreen);

            //Append objects to the scene
            Vector3 relocVector = new Vector3(0.5f, 0f, 0);
            List <GenericObject> standardPallets    = new List <GenericObject>();
            List <GenericObject> transparentPallets = new List <GenericObject>();

            for (int loopX = 0; loopX < 20; loopX++)
            {
                float xPos = loopX * 1.2f;
                if (loopX >= 5)
                {
                    xPos += 1f;
                }

                //White pallets
                standardPallets.Add(manipulator.AddGeneric(resPalletGeometry, relocVector + new Vector3(xPos, 0f, 0f)));
                transparentPallets.Add(manipulator.AddGeneric(resPalletGeometry, relocVector + new Vector3(xPos, 0f, 1.5f)));
                transparentPallets.Add(manipulator.AddGeneric(resPalletGeometry, relocVector + new Vector3(xPos, 0f, -1.5f)));

                //Red pallets
                transparentPallets.Add(manipulator.AddGeneric(resPalletGeometryRed, relocVector + new Vector3(xPos, 0f, 5.0f)));
                standardPallets.Add(manipulator.AddGeneric(resPalletGeometryRed, relocVector + new Vector3(xPos, 0f, 6.5f)));
                transparentPallets.Add(manipulator.AddGeneric(resPalletGeometryRed, relocVector + new Vector3(xPos, 0f, 8f)));
                transparentPallets.Add(manipulator.AddGeneric(resPalletGeometryRed, relocVector + new Vector3(xPos, 0f, 9.5f)));

                //Red pallets
                transparentPallets.Add(manipulator.AddGeneric(resPalletGeometryRed, relocVector + new Vector3(xPos, 5f, 5.0f)));
                standardPallets.Add(manipulator.AddGeneric(resPalletGeometryRed, relocVector + new Vector3(xPos, 5f, 6.5f)));
                transparentPallets.Add(manipulator.AddGeneric(resPalletGeometryRed, relocVector + new Vector3(xPos, 5f, 8f)));
                transparentPallets.Add(manipulator.AddGeneric(resPalletGeometryRed, relocVector + new Vector3(xPos, 5f, 9.5f)));

                //Red pallets
                transparentPallets.Add(manipulator.AddGeneric(resPalletGeometryGreen, relocVector + new Vector3(xPos, 0f, -5.0f)));
                standardPallets.Add(manipulator.AddGeneric(resPalletGeometryGreen, relocVector + new Vector3(xPos, 0f, -6.5f)));
                transparentPallets.Add(manipulator.AddGeneric(resPalletGeometryGreen, relocVector + new Vector3(xPos, 0f, -8f)));
                transparentPallets.Add(manipulator.AddGeneric(resPalletGeometryGreen, relocVector + new Vector3(xPos, 0f, -9.5f)));
            }

            standardPallets.ForEachInEnumeration((actPallet) =>
            {
                actPallet.BorderMultiplyer = 50f;
                actPallet.BorderPart       = 0.01f;
            });
            transparentPallets.ForEachInEnumeration((actPallet) =>
            {
                actPallet.BorderMultiplyer = 50f;
                actPallet.BorderPart       = 0.01f;
                actPallet.Opacity          = 0.5f;
            });
        }
        /// <summary>
        /// Builds up the given screen on the given SceneManipulator.
        /// </summary>
        /// <param name="manipulator">The manipulator.</param>
        /// <param name="currentScreen">The screen to be build.</param>
        private void BuildScreen(SceneManipulator manipulator, ScreenData currentScreen)
        {
            int tilesX = m_currentLevel.Tilemap.TilesX;
            int tilesY = m_currentLevel.Tilemap.TilesY;
            float tileDistX = Constants.TILE_DISTANCE_X;
            float tileDistY = -Constants.TILE_DISTANCE_Y;
            Vector3 midPoint = new Vector3((tilesX - 1) * tileDistX / 2f, 0f, ((tilesY - 1) * tileDistY / 2f));

            foreach (CardPairData actPairData in currentScreen.MemoryPairs)
            {
                CardPairLogic actCardPair = new CardPairLogic(actPairData);

                // Define all resources needed for a card for this pair
                var resTitleMaterial = manipulator.AddSimpleColoredMaterial(actPairData.TitleFile);
                var resGeometry1 = manipulator.AddGeometry(new CardObjectType()
                {
                    FrontMaterial = resTitleMaterial,
                    BackMaterial = m_resBackgroundMaterial1
                });
                var resGeometry2 = manipulator.AddGeometry(new CardObjectType()
                {
                    FrontMaterial = resTitleMaterial,
                    BackMaterial = m_resBackgroundMaterial2
                });

                // Create both cards for this pair
                Card cardA = new Card(resGeometry1, actCardPair);
                Card cardB = new Card(resGeometry2, actCardPair);
                Tuple<int, int> slotA = SearchFreeCardSlot(m_currentLevel, m_cardMapOnScreen);
                m_cardMapOnScreen[slotA.Item1, slotA.Item2] = cardA;
                Tuple<int, int> slotB = SearchFreeCardSlot(m_currentLevel, m_cardMapOnScreen);
                m_cardMapOnScreen[slotB.Item1, slotB.Item2] = cardB;

                // Add both cards to the scene
                cardA.Position = new Vector3(slotA.Item1 * tileDistX, 0f, slotA.Item2 * tileDistY) - midPoint;
                cardA.AccentuationFactor = 1f;
                cardB.Position = new Vector3(slotB.Item1 * tileDistX, 0f, slotB.Item2 * tileDistY) - midPoint;
                cardB.AccentuationFactor = 1f;
                manipulator.Add(cardA);
                manipulator.Add(cardB);

                // Assigns the cards to the pair object
                actCardPair.Cards = new Card[] { cardA, cardB };
                manipulator.Add(actCardPair);

                m_cardPairsOnScreen.Add(actCardPair);
            }
        }