示例#1
0
        public SlamHitGroundEffect2()
        {
            Scaling     = 1;
            MainGraphic = metaModel = new MetaModel
            {
                Opacity              = 0,
                HasAlpha             = true,
                ReceivesAmbientLight = Priority.Never,
                ReceivesDiffuseLight = Priority.Never,
                ReceivesFog          = false,
                Texture              = new TextureFromFile("Models/Effects/SlamHit1.png"),
                World          = Matrix.Translation(0, 0, 0.05f),
                TextureAddress = SlimDX.Direct3D9.TextureAddress.Clamp,
            };
            Orientation             = (float)Game.Random.NextDouble() * 2f * (float)Math.PI;
            VisibilityLocalBounding = Vector3.Zero;
            scaler       = new Common.Interpolator();
            scaler.Value = 1f;
            scaler.AddKey(new Common.InterpolatorKey <float> {
                Time = 0.15f, Value = 7f
            });

            fader                 = new EntityFader(this);
            fader.FadeoutTime     = 2.5f;
            fader.AutoFadeoutTime = 2.0f;
            Updateable            = true;
        }
 public RendererSettingsController()
 {
     PercentageLightIncrease = new Common.Interpolator
     {
         Value = Program.DefaultSettings.RendererSettings.PercentageLightIncrease,
         //ChangeSpeed = 0.05f,
     };
     ColorChannelPercentageIncrease = new Common.Interpolator3
     {
         Value = Program.DefaultSettings.RendererSettings.ColorChannelPercentageIncrease,
         //ChangeSpeed = 0.2f,
     };
 }
 public RendererSettingsController()
 {
     PercentageLightIncrease = new Common.Interpolator
     {
         Value = Program.DefaultSettings.RendererSettings.PercentageLightIncrease,
         //ChangeSpeed = 0.05f,
     };
     ColorChannelPercentageIncrease = new Common.Interpolator3
     {
         Value = Program.DefaultSettings.RendererSettings.ColorChannelPercentageIncrease,
         //ChangeSpeed = 0.2f,
     };
 }
示例#4
0
        public SlamHitGroundEffect1()
        {
            Size         = new Vector2(1, 1);
            GridPosition = new Vector3(-0.5f, -0.5f, 0);
            MainGraphic  = metaModel = new MetaModel
            {
                Opacity              = 0,
                HasAlpha             = true,
                ReceivesAmbientLight = Priority.Never,
                ReceivesDiffuseLight = Priority.Never,
                ReceivesFog          = false,
                XMesh = new MeshConcretize
                {
                    MeshDescription = new global::Graphics.Software.Meshes.IndexedPlane
                    {
                        Position = new Vector3(-0.5f, -0.5f, 0),
                        Size     = new Vector2(1, 1),
                        UVMin    = new Vector2(0, 0),
                        UVMax    = new Vector2(1, 1),
                        Facings  = Facings.Frontside
                    },
                    Layout = global::Graphics.Software.Vertex.PositionNormalTexcoord.Instance
                },
                Texture = new TextureFromFile("Models/Effects/SlamShockwave1.png"),
                World   = Matrix.RotationZ((float)Game.Random.NextDouble() * 2f * (float)Math.PI) * Matrix.Translation(0, 0, 0.2f)
            };
            VisibilityLocalBounding = Vector3.Zero;
            scaler       = new Common.Interpolator();
            scaler.Value = 1f;
            scaler.AddKey(new Common.InterpolatorKey <float> {
                Time = 0.3f, Value = 12f
            });

            fader             = new EntityFader(this);
            fader.FadeoutTime = 0.3f;
            fader.Fadeout();
            Updateable = true;
        }
        public SlamHitGroundEffect2()
        {
            Scaling = 1;
            MainGraphic = metaModel = new MetaModel
            {
                Opacity = 0,
                HasAlpha = true,
                ReceivesAmbientLight = Priority.Never,
                ReceivesDiffuseLight = Priority.Never,
                ReceivesFog = false,
                Texture = new TextureFromFile("Models/Effects/SlamHit1.png"),
                World = Matrix.Translation(0, 0, 0.05f),
                TextureAddress = SlimDX.Direct3D9.TextureAddress.Clamp,
            };
            Orientation = (float)Game.Random.NextDouble() * 2f * (float)Math.PI;
            VisibilityLocalBounding = Vector3.Zero;
            scaler = new Common.Interpolator();
            scaler.Value = 1f;
            scaler.AddKey(new Common.InterpolatorKey<float> { Time = 0.15f, Value = 7f });

            fader = new EntityFader(this);
            fader.FadeoutTime = 2.5f;
            fader.AutoFadeoutTime = 2.0f;
            Updateable = true;
        }
        public SlamHitGroundEffect1()
        {
            Size = new Vector2(1, 1);
            GridPosition = new Vector3(-0.5f, -0.5f, 0);
            MainGraphic = metaModel = new MetaModel
            {
                Opacity = 0,
                HasAlpha = true,
                ReceivesAmbientLight = Priority.Never,
                ReceivesDiffuseLight = Priority.Never,
                ReceivesFog = false,
                XMesh = new MeshConcretize
                {
                    MeshDescription = new global::Graphics.Software.Meshes.IndexedPlane
                    {
                        Position = new Vector3(-0.5f, -0.5f, 0),
                        Size = new Vector2(1, 1),
                        UVMin = new Vector2(0, 0),
                        UVMax = new Vector2(1, 1),
                        Facings = Facings.Frontside
                    },
                    Layout = global::Graphics.Software.Vertex.PositionNormalTexcoord.Instance
                },
                Texture = new TextureFromFile("Models/Effects/SlamShockwave1.png"),
                World = Matrix.RotationZ((float)Game.Random.NextDouble() * 2f * (float)Math.PI) * Matrix.Translation(0, 0, 0.2f)
            };
            VisibilityLocalBounding = Vector3.Zero;
            scaler = new Common.Interpolator();
            scaler.Value = 1f;
            scaler.AddKey(new Common.InterpolatorKey<float> { Time = 0.3f, Value = 12f });

            fader = new EntityFader(this);
            fader.FadeoutTime = 0.3f;
            fader.Fadeout();
            Updateable = true;
        }
 public RagePulse1(int rageLevel)
 {
     interpolator = new Common.Interpolator();
     interpolator.AddKey(new Common.InterpolatorKey<float>() { Period = 4 / (float)rageLevel, Repeat = true, TimeType = Common.InterpolatorKeyTimeType.Absolute, Time = 2 / (float)rageLevel, Value = 3.2f });
     interpolator.AddKey(new Common.InterpolatorKey<float>() { Period = 4 / (float)rageLevel, Repeat = true, TimeType = Common.InterpolatorKeyTimeType.Absolute, Time = 4 / (float)rageLevel, Value = 2.8f });
     Updateable = true;
     MainGraphic = new MetaModel
     {
         XMesh = new MeshConcretize
         {
             MeshDescription = new Graphics.Software.Meshes.IndexedPlane()
             {
                 Facings = Facings.Frontside,
                 Position = new Vector3(-0.5f, -0.5f, 0),
                 Size = new Vector2(1, 1),
                 UVMin = Vector2.Zero,
                 UVMax = new Vector2(1, 1)
             },
             Layout = global::Graphics.Software.Vertex.PositionNormalTexcoord.Instance
         },
         Texture = new TextureFromFile("Models/Effects/Ragepulse1.png"),
         IsBillboard = true,
         HasAlpha = true,
         ReceivesAmbientLight = Priority.Never,
         ReceivesDiffuseLight = Priority.Never,
         AlphaRef = 0
     };
     VisibilityLocalBounding = new Common.Bounding.NonfittableBounding(Vector3.Zero, false, true);
 }
 public HighRagePulse()
 {
     interpolator = new Common.Interpolator();
     interpolator.AddKey(new Common.InterpolatorKey<float>() { TimeType = Common.InterpolatorKeyTimeType.Absolute, Time = 0, Value = 0.25f });
     interpolator.AddKey(new Common.InterpolatorKey<float>() { TimeType = Common.InterpolatorKeyTimeType.Absolute, Time = TTL, Value = 3.5f });
     fader = new EntityFader(this);
     fader.FadeinTime = 0;
     fader.FadeoutTime = TTL;
     fader.AutoFadeoutTime = 0.08f;
     Updateable = true;
     MainGraphic = new MetaModel
     {
         XMesh = new MeshConcretize
         {
             MeshDescription = new Graphics.Software.Meshes.IndexedPlane()
             {
                 Facings = Facings.Frontside,
                 Position = new Vector3(-0.5f, -0.5f, 0),
                 Size = new Vector2(1, 1),
                 UVMin = Vector2.Zero,
                 UVMax = new Vector2(1, 1)
             },
             Layout = global::Graphics.Software.Vertex.PositionNormalTexcoord.Instance
         },
         Texture = new TextureFromFile("Models/Effects/RageSparkle1.png"),
         IsBillboard = true,
         HasAlpha = true,
         ReceivesAmbientLight = Priority.Never,
         ReceivesDiffuseLight = Priority.Never,
         AlphaRef = 0
     };
     VisibilityLocalBounding = new Common.Bounding.NonfittableBounding(Vector3.Zero, false, true);
 }
        public override void Enter()
        {
            base.Enter();
            Program.Instance.Interface.AddChild(new ProfileMenu());
            Program.Instance.Interface.AddChild(fader);
            if (Client.ProgramStates.MainMenuState.MainMenuMusic == null)
                Client.ProgramStates.MainMenuState.MainMenuMusic = Program.Instance.SoundManager.GetStream(Client.Sound.Stream.MainMenuMusic1).Play(new Sound.PlayArgs { Looping = true, FadeInTime = 1f });

            if (Program.Instance.Profile.DoProfileMenuZoomin)
            {
                scaleInterpolator = new Common.Interpolator();
                scaleInterpolator.ClearKeys();
                scaleInterpolator.Value = 3f;
                fader.FadeLength = 2;
                Program.Instance.Profile.DoProfileMenuZoomin = false;
                Program.Instance.Profile.Save();
            }

            if (Program.Instance.Profile.GameInstances.Count > 0)
            {
                var l = Program.Instance.Profile.GameInstances[Program.Instance.Profile.GameInstances.Count - 1];
                if(l.GameState == Client.Game.GameState.Won &&
                    l.GoldYield > 0)
                {
                }
            }
        }