示例#1
0
        protected override void LoadContent()
        {
            Client.Load();

            uint[] hues = HuesLoader.Instance.CreateShaderColors();

            int size = HuesLoader.Instance.HuesCount;

            Texture2D texture0 = new Texture2D(GraphicsDevice, 32, size * 2);

            texture0.SetData(hues, 0, size * 2);
            Texture2D texture1 = new Texture2D(GraphicsDevice, 32, size);

            texture1.SetData(hues, size, size);
            GraphicsDevice.Textures[1] = texture0;
            GraphicsDevice.Textures[2] = texture1;

            AuraManager.CreateAuraTexture();
            UIManager.InitializeGameCursor();

            base.LoadContent();

            SetScene(new LoginScene());
            SetWindowPositionBySettings();
        }
示例#2
0
        protected override void LoadContent()
        {
            base.LoadContent();

            Client.Load();

            const int TEXTURE_WIDTH  = 32;
            const int TEXTURE_HEIGHT = 2048;

            uint[] buffer = new uint[TEXTURE_WIDTH * TEXTURE_HEIGHT * 2];
            HuesLoader.Instance.CreateShaderColors(buffer);

            _hueSamplers[0] = new Texture2D(GraphicsDevice, TEXTURE_WIDTH, TEXTURE_HEIGHT);

            _hueSamplers[0].SetData(buffer, 0, TEXTURE_WIDTH * TEXTURE_HEIGHT);

            _hueSamplers[1] = new Texture2D(GraphicsDevice, TEXTURE_WIDTH, TEXTURE_HEIGHT);

            _hueSamplers[1].SetData(buffer, TEXTURE_WIDTH * TEXTURE_HEIGHT, TEXTURE_WIDTH * TEXTURE_HEIGHT);

            GraphicsDevice.Textures[1] = _hueSamplers[0];
            GraphicsDevice.Textures[2] = _hueSamplers[1];

            AuraManager.CreateAuraTexture();
            UIManager.InitializeGameCursor();
            AnimatedStaticsManager.Initialize();

            SetScene(new LoginScene());
            SetWindowPositionBySettings();
        }
示例#3
0
        protected override void LoadContent()
        {
            base.LoadContent();

            Client.Load();

            const int TEXTURE_WIDHT  = 32;
            const int TEXTURE_HEIGHT = 2048 * 1;

            uint[] buffer = new uint[TEXTURE_WIDHT * TEXTURE_HEIGHT * 2];
            HuesLoader.Instance.CreateShaderColors(buffer);


            _hues_sampler[0] = new Texture2D(
                GraphicsDevice,
                TEXTURE_WIDHT,
                TEXTURE_HEIGHT);
            _hues_sampler[0].SetData(buffer, 0, TEXTURE_WIDHT * TEXTURE_HEIGHT, true);



            _hues_sampler[1] = new Texture2D(
                GraphicsDevice,
                TEXTURE_WIDHT,
                TEXTURE_HEIGHT);
            _hues_sampler[1].SetData(buffer, TEXTURE_WIDHT * TEXTURE_HEIGHT, TEXTURE_WIDHT * TEXTURE_HEIGHT, true);



            GraphicsDevice.Textures[1] = _hues_sampler[0];
            GraphicsDevice.Textures[2] = _hues_sampler[1];

            GraphicsDevice.Textures[1].UnityTexture.filterMode = UnityEngine.FilterMode.Point;
            GraphicsDevice.Textures[2].UnityTexture.filterMode = UnityEngine.FilterMode.Point;

            // File.WriteAllBytes(Path.Combine(UnityEngine.Application.persistentDataPath, "hue1.png"), UnityEngine.ImageConversion.EncodeToPNG(_hues_sampler[0].UnityTexture as UnityEngine.Texture2D));
            // File.WriteAllBytes(Path.Combine(UnityEngine.Application.persistentDataPath, "hue2.png"), UnityEngine.ImageConversion.EncodeToPNG(_hues_sampler[1].UnityTexture as UnityEngine.Texture2D));

            AuraManager.CreateAuraTexture();
            UIManager.InitializeGameCursor();
            AnimatedStaticsManager.Initialize();

            SetScene(new LoginScene());
            SetWindowPositionBySettings();
        }
        protected override void LoadContent()
        {
            base.LoadContent();

            Client.Load();

            uint[] buffer = new uint[32 * 3000 * 2];
            HuesLoader.Instance.CreateShaderColors(buffer);


            _hues_sampler[0] = new Texture2D(
                GraphicsDevice,
                32,
                3000);
            _hues_sampler[0].SetData(buffer, 0, buffer.Length / 2);


            _hues_sampler[1] = new Texture2D(
                GraphicsDevice,
                32,
                3000);
            _hues_sampler[1].SetData(buffer, (buffer.Length / 2) - 1, buffer.Length / 2);


            GraphicsDevice.Textures[1] = _hues_sampler[0];
            GraphicsDevice.Textures[2] = _hues_sampler[1];

            // File.WriteAllBytes(Path.Combine(UnityEngine.Application.persistentDataPath, "hue1.png"), UnityEngine.ImageConversion.EncodeToPNG(_hues_sampler[0].UnityTexture as UnityEngine.Texture2D));
            // File.WriteAllBytes(Path.Combine(UnityEngine.Application.persistentDataPath, "hue2.png"), UnityEngine.ImageConversion.EncodeToPNG(_hues_sampler[1].UnityTexture as UnityEngine.Texture2D));

            AuraManager.CreateAuraTexture();
            UIManager.InitializeGameCursor();



            SetScene(new LoginScene());
            SetWindowPositionBySettings();
        }
示例#5
0
        public void LoadGameFilesFromFileSystem()
        {
            Log.Trace("Checking for Ultima Online installation...");
            Log.PushIndent();


            try
            {
                UOFileManager.UoFolderPath = Settings.GlobalSettings.UltimaOnlineDirectory;
            }
            catch (FileNotFoundException)
            {
                Log.Error("Wrong Ultima Online installation folder.");

                throw;
            }

            Log.Trace("Done!");
            Log.Trace($"Ultima Online installation folder: {UOFileManager.UoFolderPath}");
            Log.PopIndent();

            Log.Trace("Loading files...");
            Log.PushIndent();
            UOFileManager.LoadFiles();
            Log.PopIndent();

            uint[] hues = UOFileManager.Hues.CreateShaderColors();

            int size = UOFileManager.Hues.HuesCount;

            Texture2D texture0 = new Texture2D(GraphicsDevice, 32, size * 2);

            texture0.SetData(hues, 0, size * 2);
            Texture2D texture1 = new Texture2D(GraphicsDevice, 32, size);

            texture1.SetData(hues, size, size);
            GraphicsDevice.Textures[1] = texture0;
            GraphicsDevice.Textures[2] = texture1;

            AuraManager.CreateAuraTexture();

            Log.Trace("Network calibration...");
            Log.PushIndent();
            PacketHandlers.Load();
            //ATTENTION: you will need to enable ALSO ultimalive server-side, or this code will have absolutely no effect!
            UltimaLive.Enable();
            PacketsTable.AdjustPacketSizeByVersion(UOFileManager.ClientVersion);
            Log.Trace("Done!");
            Log.PopIndent();

            Log.Trace("Loading plugins...");
            Log.PushIndent();

            UIManager.InitializeGameCursor();

            foreach (var p in Settings.GlobalSettings.Plugins)
            {
                Plugin.Create(p);
            }
            Log.Trace("Done!");
            Log.PopIndent();


            UoAssist.Start();
        }