public static void UpdatePaxes() { if (MainGame.UpdateReactionCommand) { if (MainGame.ReactionCommand == null) { PAXCaster.FinishPAX(@"Content\Effects\Visual\" + MainGame.TriangleType[MainGame.triangleType] + @"\Triangle.dae"); } else { PAXCaster.RunPAX(@"Content\Effects\Visual\" + MainGame.TriangleType[MainGame.triangleType] + @"\Triangle.dae", MainGame.DoModel, MainGame.DoBone, MainGame.DoVector); } MainGame.UpdateReactionCommand = false; } BulleSpeecher.UpdateBubbles(); for (int i = 0; i < PAX_Instances.Count; i++) { PAX px = PAX_Instances[i]; //px.Output(); if (!px.Finished) { px.Update(); } } }
public static void DrawPaxes(GraphicsDeviceManager gcm, AlphaTestEffect at, BasicEffect be, RasterizerState rs, RasterizerState rsNoCull) { var old_depth = gcm.GraphicsDevice.DepthStencilState; var old_rast = gcm.GraphicsDevice.RasterizerState; BulleSpeecher.DrawBubbles(gcm, at, be, rs, rsNoCull); for (int i = 0; i < PAX_Instances.Count; i++) { PAX px = PAX_Instances[i]; if (!px.Finished) { px.Draw(gcm, at, be, rs, rsNoCull); } } gcm.GraphicsDevice.DepthStencilState = old_depth; gcm.GraphicsDevice.RasterizerState = old_rast; }