Пример #1
0
        public override void DrawShadow(MapView mapView, Matrix shadow)
        {
            base.DrawShadow(mapView, shadow);

            Model m;
            m = GameResources.Inst().GetTreeModel(3);
            mapView.DrawShadow(m, worldM, shadow);
            m = GameResources.Inst().GetTreeModel(4);
            mapView.DrawShadow(m, worldM, shadow);
        }
Пример #2
0
        public override void DrawShadow(MapView mapView, Matrix shadow)
        {
            base.DrawShadow(mapView, shadow);

            Model m = GameResources.Inst().GetTreeModel(0);

            for (int loop1 = 0; loop1 < translateM.Length; loop1++)
            {
                if (model.getTown((CorePlugin.TownPos)(loop1 / 8)).GetBuildingKind(model.GetID()) != BuildingKind.NoBuilding)
                    continue;

                mapView.DrawShadow(m, objectMatrix[loop1] * world, shadow);
            }
        }
Пример #3
0
        public virtual void DrawShadow(MapView mapView, Matrix shadow)
        {
            Model m;
            Matrix tempMatrix;

            for (int loop1 = 0; loop1 < 6; loop1++)
            {
                if (townView == null || !townView[loop1].getBuildingIsBuild(model.GetID()))
                {
                    continue;
                }

                m = GetBuildingModel((TownPos)loop1, out tempMatrix);

                if (m == null)
                    continue;

                int banID = -1;
                if (model.getTown((TownPos)loop1).GetBuildingKind(model.GetID()) == BuildingKind.SourceBuilding)
                {
                    if(model.GetKind() == HexaKind.Stone)
                        banID = 1;
                    else if (model.GetKind() == HexaKind.Mountains)
                    {
                        //continue;
                    }
                }

                mapView.DrawShadow(m, tempMatrix * world, shadow, banID);
            }

            if(roadView != null)
                for (int loop1 = 0; loop1 < roadView.Length; loop1++)
                    if (model.GetRoadOwner(loop1))
                        roadView[loop1].DrawShadow(mapView, shadow);

            if(townView != null)
                for (int loop1 = 0; loop1 < roadView.Length; loop1++)
                    if (model.GetTownOwner(loop1))
                        townView[loop1].DrawShadow(mapView, shadow);
        }
Пример #4
0
 internal void DrawShadow(MapView mapView, Matrix shadow)
 {
     if (isBuildView)
     {
         Model m = GameResources.Inst().GetRoadModel();
         mapView.DrawShadow(m, world, shadow);
     }
 }
Пример #5
0
        public override void DrawShadow(MapView mapView, Matrix shadow)
        {
            base.DrawShadow(mapView, shadow);

            Model m = GameResources.Inst().GetTreeModel(5);
            mapView.DrawShadow(m, worldM, shadow);

            if (stepherds == 0)
                return;

            m = GameResources.Inst().GetTreeModel(1);
            for (int loop1 = 0; loop1 < translateM.Length; loop1++)
            {
                if (loop1 % 3 == 0 && stepherds >= 1 ||
                   loop1 % 3 == 1 && stepherds >= 3 ||
                   loop1 % 3 == 2 && stepherds >= 2)
                {
                    mapView.DrawShadow(m, objectMatrix[loop1] * world, shadow);
                }
            }
        }