public override void Update(GameTime gameTime) { base.Update(gameTime); _scene.Update((float)gameTime.ElapsedGameTime.TotalSeconds); MouseState mouse = Mouse.GetState(); KeyboardState keyboard = Keyboard.GetState(); Game.IsMouseVisible = false; if (mouse.IsButtonDown(MouseButtons.Right)) { var mousePosition = new Vector2(mouse.X, mouse.Y); var mouseDelta = mousePosition - _resolution.Value / 2; _cameraRotation.Y -= mouseDelta.X * gameTime.Seconds() * 0.1f; _cameraRotation.X -= mouseDelta.Y * gameTime.Seconds() * 0.1f; var rotation = Matrix4x4.CreateFromYawPitchRoll(_cameraRotation.Y, _cameraRotation.X, _cameraRotation.Z); var forward = Vector3.TransformNormal(-Vector3.UnitZ, rotation); var right = Vector3.TransformNormal(Vector3.UnitX, rotation); if (keyboard.IsKeyDown(Keys.W)) _cameraPosition += forward * gameTime.Seconds() * 50; if (keyboard.IsKeyDown(Keys.S)) _cameraPosition -= forward * gameTime.Seconds() * 50f; if (keyboard.IsKeyDown(Keys.A)) _cameraPosition -= right * gameTime.Seconds() * 50f; if (keyboard.IsKeyDown(Keys.D)) _cameraPosition += right * gameTime.Seconds() * 50f; Matrix4x4 invView; Matrix4x4.Invert(rotation * Matrix4x4.CreateTranslation(_cameraPosition), out invView); _camera.View = invView; Mouse.SetPosition((int)_resolution.Value.X / 2, (int)_resolution.Value.Y / 2); //camera.View = Matrix.CreateLookAt(new Vector3(0, 60, -7), new Vector3(50, 30, -50), Vector3.Up); } }
/// <summary> /// Updates the transition. /// </summary> /// <param name="gameTime">Game time.</param> public void Update(GameTime gameTime) { var dt = gameTime.Seconds(); if (_targettingOn) { if (_onTime.Ticks == 0) _progress = 1; else _progress = MathHelper.Clamp(_progress + (dt / (float)_onTime.TotalSeconds), 0, 1); } else { if (_offTime.Ticks == 0) _progress = 0; else _progress = MathHelper.Clamp(_progress - (dt / (float)_offTime.TotalSeconds), 0, 1); } }
public override void Update(GameTime gameTime) { base.Update(gameTime); _scene.Update((float)gameTime.ElapsedGameTime.TotalSeconds); var deltaTime = gameTime.Seconds(); var time = gameTime.TotalSeconds(); MouseState mouse = Mouse.GetState(); KeyboardState keyboard = Keyboard.GetState(); foreach (var decals in _scene.Entities.Select(a => a.GetBehaviour<Decal>(null)).Where(a => a != null)) decals.Color = new Vector4((float)(time % 1), 1, 1, 1); Game.IsMouseVisible = false; if (mouse.IsButtonDown(MouseButtons.Right)) { var resolution = new Vector2(Game.GraphicsDevice.Viewport.Width, Game.GraphicsDevice.Viewport.Height); var mousePosition = new Vector2(mouse.X, mouse.Y); var mouseDelta = mousePosition - resolution / 2; _cameraRotation.Y -= mouseDelta.X * deltaTime * 0.1f; _cameraRotation.X -= mouseDelta.Y * deltaTime * 0.1f; var rotation = Matrix4x4.CreateFromYawPitchRoll(_cameraRotation.Y, _cameraRotation.X, _cameraRotation.Z); var forward = Vector3.TransformNormal(-Vector3.UnitZ, rotation); var right = Vector3.TransformNormal(Vector3.UnitX, rotation); if (keyboard.IsKeyDown(Keys.W)) _cameraPosition += forward * deltaTime * 50; if (keyboard.IsKeyDown(Keys.S)) _cameraPosition -= forward * deltaTime * 50f; if (keyboard.IsKeyDown(Keys.A)) _cameraPosition -= right * deltaTime * 50f; if (keyboard.IsKeyDown(Keys.D)) _cameraPosition += right * deltaTime * 50f; _camera.View = Matrix4x4.CreateLookAt(_cameraPosition, _cameraPosition + forward, Vector3.Cross(right, forward)); Mouse.SetPosition((int)resolution.X / 2, (int)resolution.Y / 2); } }