Пример #1
0
        public static bool IsPointInStretchedLand(ref UltimaBatcher2D.YOffsets yOffsets, int x, int y)
        {
            //y -= 22;
            x += 22;

            int testX = TranslatedMousePositionByViewport.X - x;
            int testY = TranslatedMousePositionByViewport.Y;

            int y0 = -yOffsets.Top;
            int y1 = 22 - yOffsets.Left;
            int y2 = 44 - yOffsets.Bottom;
            int y3 = 22 - yOffsets.Right;


            return(testY >= testX * (y1 - y0) / -22 + y + y0 && testY >= testX * (y3 - y0) / 22 + y + y0 && testY <= testX * (y3 - y2) / 22 + y + y2 && testY <= testX * (y1 - y2) / -22 + y + y2);
        }
Пример #2
0
        protected static void DrawLand
        (
            UltimaBatcher2D batcher,
            ushort graphic,
            int x,
            int y,
            ref UltimaBatcher2D.YOffsets yOffsets,
            ref Vector3 nTop,
            ref Vector3 nRight,
            ref Vector3 nLeft,
            ref Vector3 nBottom,
            Vector3 hue,
            float depth
        )
        {
            var texture = TexmapsLoader.Instance.GetLandTexture(TileDataLoader.Instance.LandData[graphic].TexID, out var bounds);

            if (texture != null)
            {
                batcher.DrawStretchedLand
                (
                    texture,
                    new Vector2(x, y),
                    bounds,
                    ref yOffsets,
                    ref nTop,
                    ref nRight,
                    ref nLeft,
                    ref nBottom,
                    hue,
                    depth + 0.5f
                );
            }
            else
            {
                DrawStatic
                (
                    batcher,
                    graphic,
                    x,
                    y,
                    hue,
                    depth
                );
            }
        }
Пример #3
0
        protected static void DrawLand
        (
            UltimaBatcher2D batcher,
            ushort graphic,
            int x,
            int y,
            ref UltimaBatcher2D.YOffsets yOffsets,
            ref Vector3 nTop,
            ref Vector3 nRight,
            ref Vector3 nLeft,
            ref Vector3 nBottom,
            ref Vector3 hue
        )
        {
            UOTexture texture = TexmapsLoader.Instance.GetTexture(TileDataLoader.Instance.LandData[graphic].TexID);

            if (texture != null)
            {
                texture.Ticks = Time.Ticks;

                batcher.DrawSpriteLand
                (
                    texture,
                    x,
                    y,
                    ref yOffsets,
                    ref nTop,
                    ref nRight,
                    ref nLeft,
                    ref nBottom,
                    ref hue
                );
            }
            else
            {
                DrawStatic
                (
                    batcher,
                    graphic,
                    x,
                    y,
                    ref hue
                );
            }
        }