Пример #1
0
 /// <summary>
 /// Returns a dynamic tile based on TMS XYZ tile coordinates
 /// </summary>
 /// <param name="options">Options to generate tile</param>
 /// <param name="x">Grid number for longitude</param>
 /// <param name="y">Grid number for latitude</param>
 /// <param name="z">Grid zoom level</param>
 /// <returns></returns>
 public Task <byte[]> GetXYZTile(TileOptions options, int x, int y, int z)
 {
     // todo See terrain controller to implement
     // Fetch DEM
     // Make Mesh
     // Call MakeTile
     throw new NotImplementedException();
 }
Пример #2
0
        /// <summary>
        /// Agent that runs a scheduled task
        /// </summary>
        /// <param name="task">
        /// The invoked task
        /// </param>
        /// <remarks>
        /// This method is called when a periodic or resource intensive task is invoked
        /// </remarks>

        protected override void OnInvoke(ScheduledTask task)
        {
            //TODO: Add code to perform your task in background

            ScheduledActionService.LaunchForTest(task.Name, TimeSpan.FromSeconds(61));

            System.Windows.Deployment.Current.Dispatcher.BeginInvoke(() => {
                TileOptions to = new TileOptions();
                to.UpdateTile();
            });

            NotifyComplete();
        }
Пример #3
0
        // Code to execute when the application is closing (eg, user hit Back)
        // This code will not execute when the application is deactivated
        private void Application_Closing(object sender, ClosingEventArgs e)
        {
            TileOptions to = new TileOptions();

            to.UpdateTile();
        }
Пример #4
0
        // Code to execute when the application is deactivated (sent to background)
        // This code will not execute when the application is closing
        private void Application_Deactivated(object sender, DeactivatedEventArgs e)
        {
            TileOptions to = new TileOptions();

            to.UpdateTile();
        }
Пример #5
0
        public Options()
        {
            Tile = new TileOptions
            {
                IsTweaked          = true,
                Decor              = BUILDINGS.DECOR.BONUS.TIER0.amount,
                DecorRadius        = BUILDINGS.DECOR.BONUS.TIER0.radius,
                MovementSpeed      = DUPLICANTSTATS.MOVEMENT.BONUS_2,
                StrengthMultiplier = 1.5f
            };
            BunkerTile = new BunkerTileOptions
            {
                IsTweaked          = true,
                Decor              = BUILDINGS.DECOR.PENALTY.TIER0.amount,
                DecorRadius        = BUILDINGS.DECOR.PENALTY.TIER0.radius,
                MovementSpeed      = DUPLICANTSTATS.MOVEMENT.NEUTRAL,
                StrengthMultiplier = 10f
            };
            CarpetTile = new CarpetTileOptions
            {
                IsTweaked          = true,
                Decor              = BUILDINGS.DECOR.BONUS.TIER2.amount,
                DecorRadius        = BUILDINGS.DECOR.BONUS.TIER2.radius,
                MovementSpeed      = DUPLICANTSTATS.MOVEMENT.PENALTY_1,
                StrengthMultiplier = 1f,
                IsNotWall          = true,
                IsCombustible      = true,
                CombustTemp        = BUILDINGS.OVERHEAT_TEMPERATURES.LOW_2,
                ReedFiberCount     = 1
            };
            GasPermeableMembrane = new GasPermeableMembraneOptions
            {
                IsTweaked             = true,
                Decor                 = BUILDINGS.DECOR.PENALTY.TIER0.amount,
                DecorRadius           = BUILDINGS.DECOR.PENALTY.TIER0.radius,
                MovementSpeed         = DUPLICANTSTATS.MOVEMENT.NEUTRAL,
                StrengthMultiplier    = 1f,
                LightAbsorptionFactor = 0.25f
            };
            GlassTile = new GlassTileOptions
            {
                IsTweaked                    = true,
                Decor                        = BUILDINGS.DECOR.BONUS.TIER0.amount,
                DecorRadius                  = BUILDINGS.DECOR.BONUS.TIER0.radius,
                MovementSpeed                = DUPLICANTSTATS.MOVEMENT.PENALTY_2,
                StrengthMultiplier           = 0.5f,
                GlassLightAbsorptionFactor   = 0.1f,
                DiamondLightAbsorptionFactor = 0.1f
            };
            InsulationTile = new InsulationTileOptions
            {
                IsTweaked          = true,
                Decor              = BUILDINGS.DECOR.PENALTY.TIER0.amount,
                DecorRadius        = BUILDINGS.DECOR.PENALTY.TIER0.radius,
                MovementSpeed      = DUPLICANTSTATS.MOVEMENT.NEUTRAL,
                StrengthMultiplier = 3f
            };
            MetalTile = new MetalTileOptions
            {
                IsTweaked          = true,
                Decor              = BUILDINGS.DECOR.BONUS.TIER0.amount,
                DecorRadius        = BUILDINGS.DECOR.BONUS.TIER0.radius,
                MovementSpeed      = DUPLICANTSTATS.MOVEMENT.BONUS_3,
                StrengthMultiplier = 1f
            };
            MeshTile = new MeshTileOptions
            {
                IsTweaked             = true,
                Decor                 = BUILDINGS.DECOR.PENALTY.TIER0.amount,
                DecorRadius           = BUILDINGS.DECOR.PENALTY.TIER0.radius,
                MovementSpeed         = DUPLICANTSTATS.MOVEMENT.NEUTRAL,
                StrengthMultiplier    = 1f,
                LightAbsorptionFactor = 0.25f
            };
            PlasticTile = new PlasticTileOptions
            {
                IsTweaked          = true,
                Decor              = BUILDINGS.DECOR.BONUS.TIER0.amount,
                DecorRadius        = BUILDINGS.DECOR.BONUS.TIER0.radius,
                MovementSpeed      = DUPLICANTSTATS.MOVEMENT.BONUS_3,
                StrengthMultiplier = 1.5f
            };

            DoMeshedTilesReduceSunlight = true;
        }