public static void Run() { // ExStart:Save3DScene // The path to the documents directory. string MyDir = RunExamples.GetDataDir(); // Load a 3D document into Aspose.3D Scene scene = new Scene(); // Open an existing 3D scene scene.Open(MyDir + "document.fbx"); // Save Scene to a stream MemoryStream dstStream = new MemoryStream(); scene.Save(dstStream, FileFormat.FBX7500ASCII); // Rewind the stream position back to zero so it is ready for next reader. dstStream.Position = 0; // Save Scene to a local path scene.Save(MyDir + "output_out.fbx", FileFormat.FBX7500ASCII); // ExEnd:Save3DScene Console.WriteLine("\nConverted 3D document to stream successfully."); }
public MyGraphicsScreen(IGraphicsService graphicsService) : base(graphicsService) { _meshRenderer = new MeshRenderer(); var contentManager = ServiceLocator.Current.GetInstance<ContentManager>(); var spriteFont = contentManager.Load<SpriteFont>("SpriteFont1"); _debugRenderer = new DebugRenderer(graphicsService, spriteFont); Scene = new Scene(); // Add a camera with a perspective projection. var projection = new PerspectiveProjection(); projection.SetFieldOfView( ConstantsF.PiOver4, graphicsService.GraphicsDevice.Viewport.AspectRatio, 0.1f, 100.0f); CameraNode = new CameraNode(new Camera(projection)) { Name = "CameraPerspective", PoseWorld = Pose.FromMatrix(Matrix44F.CreateLookAt(new Vector3F(10, 5, 10), new Vector3F(0, 1, 0), new Vector3F(0, 1, 0)).Inverse), }; Scene.Children.Add(CameraNode); }
private void Form_Load(object sender, EventArgs e) { { var camera = new Camera( new vec3(0, 0, 5), new vec3(0, 0, 0), new vec3(0, 1, 0), CameraType.Perspecitive, this.glCanvas1.Width, this.glCanvas1.Height); var rotator = new SatelliteManipulater(); rotator.Bind(camera, this.glCanvas1); rotator.BindingMouseButtons = System.Windows.Forms.MouseButtons.Left | System.Windows.Forms.MouseButtons.Right; this.rotator = rotator; this.scene = new Scene(camera, this.glCanvas1); this.glCanvas1.Resize += this.scene.Resize; } { Teapot model = new Teapot(); OrderDependentTransparencyRenderer renderer = OrderDependentTransparencyRenderer.Create(model, model.Size, Teapot.strPosition, Teapot.strColor); SceneObject obj = renderer.WrapToSceneObject(); this.scene.RootObject.Children.Add(obj); } { var builder = new StringBuilder(); builder.AppendLine("1: Scene's property grid."); builder.AppendLine("2: Canvas' property grid."); MessageBox.Show(builder.ToString()); } }
/// <summary> /// Recieve Event to change the current level portal's state. This will have a transition cause the player is present. /// </summary> /// <param name="scene"></param> /// <param name="state"></param> void OnLevelActivate(Scene scene, State state) { if (scene == sceneToLoad) { switch (state) { case State.Undefined: break; case State.InActive: mesh.renderer.material.mainTexture = _defaultTexture; //gameObject.renderer.material.color = Color.red; iTween.Stop(gameObject); isActive = false; break; case State.Active: mesh.renderer.material.mainTexture = _activeTexture; iTween.ShakePosition(gameObject, iTween.Hash("amount", Vector3.forward/4f, "time", .5f, "looptype", iTween.LoopType.loop)); iTween.ShakeRotation(gameObject, iTween.Hash("z", 5f, "time", .5f, "looptype", iTween.LoopType.loop)); isActive = true; break; default: throw new NotImplementedException(); } } }
public static void Run() { // Initialize scene object Scene scene = new Scene(); // Initialize Node class object Node cubeNode = new Node("cube"); // Call Common class create mesh method to set mesh instance Mesh mesh = Common.CreateMesh(); // Point node to the Mesh geometry cubeNode.Entity = mesh; // Set rotation cubeNode.Transform.Rotation = Quaternion.FromRotation(new Vector3(0, 1, 0), new Vector3(0.3, 0.5, 0.1)); // Set translation cubeNode.Transform.Translation = new Vector3(0, 0, 20); // Add cube to the scene scene.RootNode.ChildNodes.Add(cubeNode); // The path to the documents directory. string MyDir = RunExamples.GetDataDir_GeometryAndHierarchy(); MyDir = MyDir + "TransformationToNode.fbx"; // Save 3D scene in the supported file formats scene.Save(MyDir, FileFormat.FBX7400ASCII); Console.WriteLine("\nTransformation added successfully to node.\nFile saved at " + MyDir); }
public static void Run() { // ExStart:AddTransformationToNodeByEulerAngles // Initialize scene object Scene scene = new Scene(); // Initialize Node class object Node cubeNode = new Node("cube"); // Call Common class create mesh using polygon builder method to set mesh instance Mesh mesh = Common.CreateMeshUsingPolygonBuilder(); // Point node to the Mesh geometry cubeNode.Entity = mesh; // Euler angles cubeNode.Transform.EulerAngles = new Vector3(0.3, 0.1, -0.5); // Set translation cubeNode.Transform.Translation = new Vector3(0, 0, 20); // Add cube to the scene scene.RootNode.ChildNodes.Add(cubeNode); // The path to the documents directory. string MyDir = RunExamples.GetDataDir(); MyDir = MyDir + RunExamples.GetOutputFilePath("TransformationToNode.fbx"); // Save 3D scene in the supported file formats scene.Save(MyDir, FileFormat.FBX7500ASCII); // ExEnd:AddTransformationToNodeByEulerAngles Console.WriteLine("\nTransformation added successfully to node.\nFile saved at " + MyDir); }
public static void Run() { // ExStart:AddAssetInformationToScene // Initialize a 3D scene Scene scene = new Scene(); // Set application/tool name scene.AssetInfo.ApplicationName = "Egypt"; // Set application/tool vendor name scene.AssetInfo.ApplicationVendor = "Manualdesk"; // We use ancient egyption measurement unit Pole scene.AssetInfo.UnitName = "pole"; // One Pole equals to 60cm scene.AssetInfo.UnitScaleFactor = 0.6; // The path to the documents directory. string MyDir = RunExamples.GetDataDir(); MyDir = MyDir + RunExamples.GetOutputFilePath("InformationToScene.fbx"); // Save scene to 3D supported file formats scene.Save(MyDir, FileFormat.FBX7500ASCII); // ExEnd:AddAssetInformationToScene Console.WriteLine("\nAsset information added successfully to Scene.\nFile saved at " + MyDir); }
public static Model FromScene(Scene scene, Device device) { VertexDeclaration vertexDeclaration = new VertexDeclaration(device, VertexPositionNormalTexture.VertexElements); Model result = new Model(scene, device, vertexDeclaration); foreach (Mesh mesh in scene.Meshes) { VertexBuffer vertexBuffer = new VertexBuffer(device, mesh.Positions.Count * VertexPositionNormalTexture.SizeInBytes, Usage.WriteOnly, VertexFormat.None, Pool.Default); DataStream vertexDataStream = vertexBuffer.Lock(0, mesh.Positions.Count * VertexPositionNormalTexture.SizeInBytes, LockFlags.None); VertexPositionNormalTexture[] vertices = new VertexPositionNormalTexture[mesh.Positions.Count]; for (int i = 0; i < vertices.Length; ++i) vertices[i] = new VertexPositionNormalTexture(mesh.Positions[i], (mesh.Normals.Count > i) ? mesh.Normals[i] : Vector3D.Zero, Point2D.Zero); vertexDataStream.WriteRange(vertices); vertexBuffer.Unlock(); IndexBuffer indexBuffer = new IndexBuffer(device, mesh.Indices.Count * sizeof(int), Usage.WriteOnly, Pool.Default, false); DataStream indexDataStream = indexBuffer.Lock(0, mesh.Indices.Count * sizeof(int), LockFlags.None); indexDataStream.WriteRange(mesh.Indices.ToArray()); indexBuffer.Unlock(); ModelMesh modelMesh = new ModelMesh(mesh, device, vertexBuffer, mesh.Positions.Count, indexBuffer, mesh.PrimitiveCount, Matrix3D.Identity, mesh.Material); result.Meshes.Add(modelMesh); } return result; }
/** * Invokes all possible checks for the trajectory * @param scene */ public static void fixTrajectory(Scene scene) { fixSingleNode(scene); fixDuplicateNodes(scene); fixMissingNodes(scene); fixNodesWithSameLocation(scene); }
private void Form_Load(object sender, EventArgs e) { { var camera = new Camera( new vec3(0, 0, 1), new vec3(0, 0, 0), new vec3(0, 1, 0), CameraType.Perspecitive, this.glCanvas1.Width, this.glCanvas1.Height); var rotator = new SatelliteRotator(camera); this.rotator = rotator; this.scene = new Scene(camera); } { var glText = new UIText(AnchorStyles.Left | AnchorStyles.Top | AnchorStyles.Right, new Padding(10, 10, 10, 10), new Size(550, 50), -100, 100); glText.Initialize(); glText.SwitchList.Add(new ClearColorSwitch());// show black back color to indicate glText's area. glText.SetText("The quick brown fox jumps over the lazy dog!"); this.glText = glText; this.scene.UIRoot.Children.Add(glText); var glAxis = new UIAxis(AnchorStyles.Right | AnchorStyles.Bottom, new Padding(3, 3, 3, 3), new Size(70, 70), -100, 100); glAxis.Initialize(); this.scene.UIRoot.Children.Add(glAxis); this.UpdateLabel(); } { var frmPropertyGrid = new FormProperyGrid(); frmPropertyGrid.DisplayObject(this.glText); frmPropertyGrid.Show(); this.formPropertyGrid = frmPropertyGrid; } }
/// <summary> /// Initializes a new instance of the <see cref="GameAction" /> class. /// </summary> /// <param name="name">Name of the game action.</param> /// <param name="scene">The scene</param> protected GameAction(string name, Scene scene = null) { this.IsSkippable = true; this.State = TaskState.None; this.Name = name; this.Scene = scene; }
public PhysXBox( float width, float height, float length, Scene scene ) : base(width, height, length) { if (scene == null) throw new ArgumentNullException( "scene" ); this.actor = CreateBoxActor( scene, width, height, length ); }
public SceneComponent(Scene aScene) { mScene = aScene; // Add Events AddEventListeners(); }
public override void OnAdd(Scene scene) { treeMaterials = new List<Material>(); treeMaterials.Add(ResourceManager.Inst.GetMaterial("LeafMat0")); treeMaterials.Add(ResourceManager.Inst.GetMaterial("LeafMat8")); treeMaterials.Add(ResourceManager.Inst.GetMaterial("LeafMat2")); treeMaterials.Add(ResourceManager.Inst.GetMaterial("LeafMat3")); treeMaterials.Add(ResourceManager.Inst.GetMaterial("LeafMat4")); treeMaterials.Add(ResourceManager.Inst.GetMaterial("LeafMat5")); treeMaterials.Add(ResourceManager.Inst.GetMaterial("LeafMat6")); treeMaterials.Add(ResourceManager.Inst.GetMaterial("LeafMat7")); treeMaterials.Add(ResourceManager.Inst.GetMaterial("LTreeMat0")); // Tree trunk treeMaterials.Add(ResourceManager.Inst.GetMaterial("LTreeMat1")); treeMaterials.Add(ResourceManager.Inst.GetMaterial("LTreeMat2")); treeMaterials.Add(ResourceManager.Inst.GetMaterial("LTreeMat3")); Vector3 randPosition = Vector3.Zero; Vector3 randNormal = Vector3.Zero; RandomHelper.RandomGen.NextDouble(); scene.MainTerrain.GenerateRandomTransform(RandomHelper.RandomGen, out randPosition, out randNormal); while (randPosition.Y < 5.0f || Vector3.Dot(randNormal, Vector3.Up) < 0.5f) { scene.MainTerrain.GenerateRandomTransform(RandomHelper.RandomGen, out randPosition, out randNormal); } generateTree(randPosition); base.OnAdd(scene); }
protected override async Task LoadContent() { await base.LoadContent(); graphicsCompositor = new SceneGraphicsCompositorLayers { Cameras = { Camera.Get<CameraComponent>() }, Master = { Renderers = { new ClearRenderFrameRenderer { Color = Color.Green, Name = "Clear frame" }, new SceneDelegateRenderer(PreCameraRendererDraw), new SceneCameraRenderer { Mode = SceneCameraRenderer }, new SceneDelegateRenderer(PostCameraRendererDraw), } } }; Scene = new Scene { Settings = { GraphicsCompositor = graphicsCompositor } }; Scene.AddChild(Camera); var ambientLight = new Entity { new LightComponent { Type = new LightAmbient { Color = new LightColorRgb(Color.White) }, Intensity = 1 } }; Scene.AddChild(ambientLight); SceneSystem.SceneInstance = new SceneInstance(Services, Scene); }
void CustomInitialize() { SpriteManager.Camera.UsePixelCoordinates(); SpriteManager.Camera.X = 129; SpriteManager.Camera.Y = -216; #if !XNA3 FlatRedBallServices.GraphicsOptions.TextureFilter = Microsoft.Xna.Framework.Graphics.TextureFilter.Point; #endif SpriteEditorScene ses = SceneSave.FromFile("Content/Screens/TmxScreen/FinalFantasyScene.scnx".ToLowerInvariant()); scene = new Scene(); ses.SetScene<Sprite>(ContentManagerName, scene, SceneSettingOptions.ConvertZSeparatedSpritesIntoSpriteGrids); scene.Shift(new Vector3(0, 0, 0)); scene.AddToManagers(); TestLevel2.X -= 530; if (string.IsNullOrEmpty(TilbTest.MapLayers[0].Name)) { throw new Exception("Map layers names are not coming through"); } // Layer 0 should be called "LayerWithStuff" if (TmxWithEmptyLayers.MapLayers[0].Name != "LayerWithStuff") { throw new Exception("Having empty layers can screw up Layer names. " + "This layer should be named \"LayerWithStuff\" but it is instead named " + TmxWithEmptyLayers.MapLayers[0].Name); } TestRotatedTiles(); }
public override Scene OnLoadScene() { this.mEngine.RegisterUpdateHandler(new FPSLogger()); Scene scene = new Scene(1); scene.Background = new ColorBackground(0.09804f, 0.6274f, 0.8784f); Random random = new Random(RANDOM_SEED); for (int i = 0; i < LINE_COUNT; i++) { float x1 = (float)(random.NextDouble() * CAMERA_WIDTH); float x2 = (float)(random.NextDouble() * CAMERA_WIDTH); float y1 = (float)(random.NextDouble() * CAMERA_HEIGHT); float y2 = (float)(random.NextDouble() * CAMERA_HEIGHT); float lineWidth = (float)(random.NextDouble() * 5); Line line = new Line(x1, y1, x2, y2, lineWidth); line.SetColor((float)random.NextDouble(), (float)random.NextDouble(), (float)random.NextDouble()); scene.getLastChild().attachChild(line); } return scene; }
private void Form_Load(object sender, EventArgs e) { { var camera = new Camera( new vec3(5, 4, 3) * 4, new vec3(0, 0, 0), new vec3(0, 1, 0), CameraType.Perspecitive, this.glCanvas1.Width, this.glCanvas1.Height); var rotator = new SatelliteManipulater(); rotator.Bind(camera, this.glCanvas1); this.camera = camera; this.rotator = rotator; this.scene = new Scene(camera, this.glCanvas1); this.glCanvas1.Resize += this.scene.Resize; } { var renderer = ConditionalRenderer.Create(); renderer.Initialize(); SceneObject obj = renderer.WrapToSceneObject(name: "Conditional Renderer Demo"); this.scene.RootObject.Children.Add(obj); this.conditionalRenderer = renderer; } //{ // var uiAxis = new UIAxis(AnchorStyles.Left | AnchorStyles.Bottom, // new Padding(3, 3, 3, 3), new Size(128, 128)); // uiAxis.Initialize(); // this.scene.UIRoot.Children.Add(uiAxis); //} { var builder = new StringBuilder(); builder.AppendLine("O: to select image."); builder.AppendLine("1: Scene's property grid."); builder.AppendLine("2: Canvas's property grid."); MessageBox.Show(builder.ToString()); } }
internal Scene Create() { Scene scene = new Scene(Loader, Game); scene.Name = Name; foreach (Tuple<string, object> value in Values) { object assignable = LoaderUtil.MakeAssignable(value.Item2, scene); scene[value.Item1] = assignable as ValueReader; } foreach (LoadedManager loadedManager in Managers) { IManager manager = loadedManager.CreateManager(scene); scene.Managers.Add(manager); scene.ManagersDictionary[manager.GetType()] = manager; } foreach (LoadedEntity loadedEntity in loadedEntities) { Entity entity = loadedEntity.Create(scene); entity.Ready(); } return scene; }
public Color Integrate(Ray ray, Scene scene) { Color L = new Color(); Intersection intersection = null; if (scene.Intersect(ray, out intersection)) { foreach (Light thisLight in scene.Lights) { Math.Point lightPos = null; Normal lightDir = null; Color lightL = thisLight.L(intersection.Point, out lightPos, out lightDir); if (!scene.Intersect(intersection.Point, lightPos)) { float dot = System.Math.Max(0, Vector.Dot(intersection.Normal, lightDir)); Color texture = new Color(1, 1, 1); if (intersection.Shape.Texture != null) { texture = intersection.Shape.Texture.Lookup(intersection.TextureCoordU, intersection.TextureCoordV); } L += (texture * intersection.Shape.BRDF.f(-ray.Direction, lightDir) * lightL * dot); } } } return L; }
public HUDElementClass( Scene scene_current, short wizard = 0 ) : base() { CurrentScene = scene_current; Parent = this; Wizard = wizard; }
/// <summary> /// Create a new session using the given SessionParameters and Scene /// </summary> /// <param name="sessionParams">Previously created SessionParameters to create Session with</param> /// <param name="scene">Previously created Scene to create Session with</param> public Session(Client client, SessionParameters sessionParams, Scene scene) { Client = client; SessionParams = sessionParams; Scene = scene; Id = CSycles.session_create(Client.Id, sessionParams.Id, scene.Id); }
protected override Scene CreateScene() { var scene = new Scene("MainScene"); scene.Add(new ColorLayer("Background", Color.CornflowerBlue)); var spriteSheet = this.CreateSpriteSheet(); this.entityLayer = new SpriteLayer("EntityMap"); scene.Add(this.entityLayer); this.playerShipEntity = new PlayerShipEntity(this.entityLayer, spriteSheet); this.playerShipEntity.BindController(this.InputConfiguration); scene.Add(this.playerShipEntity); var yellowSprite = new Sprite(spriteSheet, "YellowEnemy") { Position = new Vector(250, 100) }; var redSprite = new Sprite(spriteSheet, "RedEnemy") { Position = new Vector(300, 100) }; var blueSprite = new Sprite(spriteSheet, "BlueEnemy") { Position = new Vector(350, 100) }; this.entityLayer.AddSprite(yellowSprite); this.entityLayer.AddSprite(redSprite); this.entityLayer.AddSprite(blueSprite); return scene; }
protected override void BeginTransitionOn() { spriteBatch = new SpriteBatch(device); font = content.Load<SpriteFont>("Consolas"); scene = new Scene(kernel); var camera = new EntityDescription(kernel); camera.AddProperty(new TypedName<Camera>("camera")); camera.AddProperty(new TypedName<Viewport>("viewport")); camera.AddBehaviour<View>(); var cameraEntity = camera.Create(); cameraEntity.GetProperty(new TypedName<Camera>("camera")).Value = new Camera(); cameraEntity.GetProperty(new TypedName<Viewport>("viewport")).Value = new Viewport() { Height = 1920, Width = 1080 }; scene.Add(camera.Create()); var renderer = scene.GetService<Renderer>(); renderer.StartPlan() .Then<A>() .Then<B>() .Then<C>() .Then<D>() .Apply(); base.OnShown(); }
private static void createScene() { XmlSerializer sceneSer = new XmlSerializer(typeof(Scene)); try { using (FileStream xmlStream = File.OpenRead(Constants.SCENE)) { layout = (Scene)sceneSer.Deserialize(xmlStream); } } catch (Exception e) { Console.WriteLine(e); return; } foreach (SphereMaterial mat in layout.Spheres) { layout.Shapes.Add(new Sphere(mat)); } foreach (PlaneMaterial mat in layout.Planes) { layout.Shapes.Add(new Plane(mat, Constants.FLOOR_SHADING)); } layout.Cam.setup(); }
public MarkerNode getEquipMarkerNode(Scene scene) { int[] ids = new int[1]; ids[0] = 1; //return new MarkerNode(scene.MarkerTracker, "Equipment.txt", ids); //ids[1]); return new MarkerNode(scene.MarkerTracker, "EquipementMarkerConfig.txt", ids); //ids[1]); }
public Form1() { InitializeComponent(); _openGLControl.InitializeContexts(); _openGLControl.SizeChanged += new EventHandler(OnOpenGLControlResized); _input.Mouse = new Mouse(this, _openGLControl); _input.Keyboard = new Keyboard(_openGLControl); _scene = new Scene(); InitializeDisplay(); // InitializeSounds(); InitializeTextures(); // InitializeFonts(); InitializeGameState(); _layers = new Layers(_scene, _textureManager); _layers.Show(); _modeComboBox.SelectedIndex = 1; _fastLoop = new FastLoop(GameLoop); }
static WaveBank mPermWaveBank; // one permanant wave bank #endregion Fields #region Methods public static void Audio3Dupdate(Scene scene) { Audio3DCue c; if (mActiveCueList != null) { setListener(scene); for (int i = 0; i < mActiveCueList.Count; i++) { c = mActiveCueList[i]; if (c.cue.IsDisposed) { mCueStack.Push(c); mActiveCueList.RemoveAt(i); } else if (!c.cue.IsDisposed && c.cue.IsStopped) { c.cue.Dispose(); mCueStack.Push(c); mActiveCueList.RemoveAt(i); } else apply3Daudio(c); } } }
void OnLevelActivate(Scene scene, State state) { if (scene == Scene.Hub && state == State.Active) { StartCoroutine(StartGameTransition()); } }
private void ClearOnSceneChange(Scene s1, Scene s2) { if (brackets != null) { brackets.Clear(); } }
public PollServiceAssetEventArgs(string uri, UUID pId, Scene scene, string HGAssetSVC) : base(null, uri, null, null, null, null, pId, int.MaxValue) { m_scene = scene; m_hgassets = HGAssetSVC; HasEvents = (requestID, agentID) => { lock (responses) { APollResponse response; if (responses.TryGetValue(requestID, out response)) { ScenePresence sp = m_scene.GetScenePresence(pId); if (sp == null || sp.IsDeleted) { return(true); } OSHttpResponse resp = response.osresponse; if (Util.GetTimeStamp() - resp.RequestTS > (resp.RawBufferLen > 2000000 ? 10 : 5)) { return(sp.CapCanSendAsset(2, resp.RawBufferLen)); } if (resp.Priority > 0) { return(sp.CapCanSendAsset(resp.Priority, resp.RawBufferLen)); } return(sp.CapCanSendAsset(2, resp.RawBufferLen)); } return(false); } }; Drop = (requestID, y) => { lock (responses) { responses.Remove(requestID); lock (dropedResponses) dropedResponses.Add(requestID); } }; GetEvents = (requestID, y) => { lock (responses) { try { OSHttpResponse response = responses[requestID].osresponse; if (response.Priority < 0) { response.Priority = 0; } Hashtable lixo = new Hashtable(1); lixo["h"] = response; return(lixo); } finally { responses.Remove(requestID); } } }; // x is request id, y is request data hashtable Request = (requestID, request) => { APollRequest reqinfo = new APollRequest(); reqinfo.thepoll = this; reqinfo.reqID = requestID; reqinfo.request = request; m_queue.Add(reqinfo); return(null); }; // this should never happen except possible on shutdown NoEvents = (x, y) => { /* * lock (requests) * { * Hashtable request = requests.Find(id => id["RequestID"].ToString() == x.ToString()); * requests.Remove(request); * } */ Hashtable response = new Hashtable(); response["int_response_code"] = 500; response["str_response_string"] = "timeout"; response["content_type"] = "text/plain"; response["keepalive"] = false; return(response); }; }
void OnSceneLoaded(Scene scene, LoadSceneMode mode) { currentScene = scene; if (currentScene.buildIndex != 1) { Debug.Log("This is Menu scene"); //GET ALL GAMEOBJECT //THIS ONE IS FOR HIGHSCORE (SAME NAME as the one on Game scene) highScore = GameObject.Find("HighScoreText").GetComponent <TextMeshProUGUI>(); highScore.text = "HighScore: \n" + PlayerPrefs.GetInt("HighScore", 0).ToString(); //THIS ONE IS FOR CHOICES TEXT finalScore = GameObject.Find("ChoicesText").GetComponent <TextMeshProUGUI>(); finalScore.text = "Are you sure you want to\nreset? It will set your score\nback to 0."; //THIS ONE IS FOR TRANSITION deathUI = GameObject.FindObjectOfType <TransitionToGame>().gameObject; deathUI.SetActive(false); //THIS ONE IS FOR RESET MENU (To get Reset function) crosshair = GameObject.Find("ResetChoice"); //THIS ONE IS FOR SETTINGS gameUI = GameObject.Find("SettingsMenu"); //------------------ //GET ALL BUTTON //THIS ONE IS FOR PLAY deadRetryButton = GameObject.Find("PlayButton").GetComponent <Button>(); deadRetryButton.onClick.AddListener(() => Play()); //THIS ONE IS FOR QUIT deadMainButton = GameObject.Find("QuitButton").GetComponent <Button>(); deadMainButton.onClick.AddListener(() => Quit()); //THIS ONE IS FOR RESET pauseRetryButton = GameObject.Find("YesButton").GetComponent <Button>(); pauseRetryButton.onClick.AddListener(() => ResetScore()); crosshair.SetActive(false); // That way we could insert Reset onClick function first, then disable it. Don't know why it won't set to false if I place below MASTER VOLUME //--------------------- //GET ALL SLIDER //THIS ONE IS FOR MASTER VOLUME masterSlider = GameObject.Find("MasterSlider").GetComponent <Slider>(); masterSlider.onValueChanged.AddListener(SetMusicLvl); //THIS ONE IS FOR EFFECT VOLUME effectSlider = GameObject.Find("EffectSlider").GetComponent <Slider>(); effectSlider.onValueChanged.AddListener(SetEffectLvl); //----------------- gameUI.SetActive(false); masterSlider.value = PlayerPrefs.GetFloat("MasterSlider", 0); // It seems that I have to copy the value to here again as it will not take the slider value effectSlider.value = PlayerPrefs.GetFloat("EffectSlider", 0); } else { Debug.Log("This is Game scene"); //SET THE COUNTER ALL TO 0 (Not going to broke something, but it was suppose to reset before creating singleton, so yeah EnemyCounter = 0; numberEnemyKilled = 0; //GET ALL GAMEOBJECT TYPE barUI = GameObject.FindObjectOfType <BarUI>(); deathUI = GameObject.Find("Death Canvas"); finalScore = GameObject.Find("Score text").GetComponent <TextMeshProUGUI>(); highScore = GameObject.Find("HighScoreText").GetComponent <TextMeshProUGUI>(); gameUI = GameObject.Find("Game Canvas"); crosshair = GameObject.Find("Crosshair"); PlayerStart = GameObject.Find("PlayerStart").transform; //------------------------ //GET ALL BUTTON pauseRetryButton = GameObject.Find("PauseRetryButton").GetComponent <Button>(); pauseRetryButton.onClick.AddListener(() => Retry()); pauseMainButton = GameObject.Find("PauseMainMenuButton").GetComponent <Button>(); pauseMainButton.onClick.AddListener(() => MainMenu()); deadRetryButton = GameObject.Find("DeadRetryButton").GetComponent <Button>(); deadRetryButton.onClick.AddListener(() => Retry()); deadMainButton = GameObject.Find("DeadMainMenuButton").GetComponent <Button>(); deadMainButton.onClick.AddListener(() => MainMenu()); //------------------------ //GET ALL SLIDER (SAME NAME as the one on Main scene) masterSlider = GameObject.Find("MasterSlider").GetComponent <Slider>(); masterSlider.onValueChanged.AddListener(SetMusicLvl); effectSlider = GameObject.Find("EffectSlider").GetComponent <Slider>(); effectSlider.onValueChanged.AddListener(SetEffectLvl); //----------------- //----------------- deathUI.SetActive(false); // set false on here, that way all gameobject and button related to this can get before set false // I don't set pauseUI off here since I did that on PauseUI script } SpawnPlayer(); // either way, it will check again for every scene changes highScore.text = PlayerPrefs.GetInt("HighScore", 0).ToString(); //Get the slider value and set the audio again, works when changing scene except main scene masterSlider.value = PlayerPrefs.GetFloat("MasterSlider", 0); effectSlider.value = PlayerPrefs.GetFloat("EffectSlider", 0); masterMixer.SetFloat("MusicVol", PlayerPrefs.GetFloat("MasterSlider", 0)); masterMixer.SetFloat("SFXVol", PlayerPrefs.GetFloat("EffectSlider", 0)); }
public void RegionLoaded(Scene scene) { }
private void OnSceneLoaded(Scene scene, LoadSceneMode mode) { BeginFade(-1); }
public override void Awake(Scene scene) { base.Awake(scene); awake = true; if (!HasGroup) { MasterOfGroup = true; Group = new List <CaveWall>(); GroupBoundsMin = new Point((int)X, (int)Y); GroupBoundsMax = new Point((int)Right, (int)Bottom); AddToGroupAndFindChildren(this); Rectangle rectangle = new Rectangle(GroupBoundsMin.X / 8, GroupBoundsMin.Y / 8, (GroupBoundsMax.X - GroupBoundsMin.X) / 8 + 1, (GroupBoundsMax.Y - GroupBoundsMin.Y) / 8 + 1); Level level = SceneAs <Level>(); Rectangle tileBounds = level.Session.MapData.TileBounds; VirtualMap <char> virtualMap = level.SolidsData.Clone(); foreach (CaveWall item in Group) { int x = (int)(item.X / 8f) - level.Session.MapData.TileBounds.X; int y = (int)(item.Y / 8f - level.Session.MapData.TileBounds.Y); int tilesX = (int)(item.Width / 8f); int tilesY = (int)(item.Height / 8f); for (int i = x; i < x + tilesX; i++) { for (int j = y; j < y + tilesY; j++) { virtualMap[i, j] = item.fillTile; } } } // Pretend that the CaveWalls are just part of the map, then draw the CaveWalls on top of it // This is a complicated solution to getting the CaveWalls to blend with both the foregroundTiles and each other foreach (CaveWall item in Group) { int x = (int)item.X / 8 - tileBounds.Left; int y = (int)item.Y / 8 - tileBounds.Top; int tilesX = (int)item.Width / 8; int tilesY = (int)item.Height / 8; item.tiles = GFX.FGAutotiler.GenerateOverlay(item.fillTile, x, y, tilesX, tilesY, virtualMap).TileGrid; item.Add(item.tiles); item.Add(new TileInterceptor(item.tiles, highPriority: false)); } } TryToInitPosition(); if (CollideCheck <Player>()) { tiles.Alpha = 0f; fadeOut = true; fadeIn = false; cutout.Visible = false; } if (!disableTransitionFading) { TransitionListener transitionListener = new TransitionListener(); transitionListener.OnOut = OnTransitionOut; transitionListener.OnOutBegin = OnTransitionOutBegin; transitionListener.OnIn = OnTransitionIn; transitionListener.OnInBegin = OnTransitionInBegin; Add(transitionListener); } }
private void AddToGroupAndFindChildren(CaveWall from) { if (from.X < GroupBoundsMin.X) { GroupBoundsMin.X = (int)from.X; } if (from.Y < GroupBoundsMin.Y) { GroupBoundsMin.Y = (int)from.Y; } if (from.Right > GroupBoundsMax.X) { GroupBoundsMax.X = (int)from.Right; } if (from.Bottom > GroupBoundsMax.Y) { GroupBoundsMax.Y = (int)from.Bottom; } from.HasGroup = true; Group.Add(from); if (from != this) { from.master = this; } foreach (CaveWall entity in Scene.Tracker.GetEntities <CaveWall>()) { if (!entity.HasGroup && (Scene.CollideCheck(new Rectangle((int)from.X - 1, (int)from.Y, (int)from.Width + 2, (int)from.Height), entity) || Scene.CollideCheck(new Rectangle((int)from.X, (int)from.Y - 1, (int)from.Width, (int)from.Height + 2), entity))) { AddToGroupAndFindChildren(entity); } } }
public void Restart() { Scene loadedLevel = SceneManager.GetActiveScene(); SceneManager.LoadScene(loadedLevel.buildIndex); }
internal static System.Drawing.Color[,] Render(int screenWidth, int screenHeight, int numSamples, Scene scene) { System.Drawing.Color[,] pixels = new System.Drawing.Color[screenWidth, screenHeight]; Camera camera = scene.Camera; F64 sx = F64.Ratio(1, 2 * screenWidth); F64 ox = F64.Half * F64.FromInt(screenWidth); F64 sy = -F64.Ratio(1, 2 * screenHeight); F64 oy = F64.Half * F64.FromInt(screenHeight); F32 ooNumSamples = F32.Ratio(1, numSamples); //for (int y = 0; y < screenHeight; y++) Parallel.For(0, screenHeight, y => { Random rnd = new Random(y * 29827341 + 23427343); for (int x = 0; x < screenWidth; x++) { Color accum = Color.Black; for (int i = 0; i < numSamples; i++) { // rx, ry == random offset in range [-0.5, 0.5] F64 rx = F64.FromRaw(rnd.Next()) * 2 - F64.Half; F64 ry = F64.FromRaw(rnd.Next()) * 2 - F64.Half; F64 xx = (F64.FromInt(x) + rx - ox) * sx; F64 yy = (F64.FromInt(y) + ry - oy) * sy; F64Vec3 rayDir = F64Vec3.Normalize(camera.Forward + xx * camera.Right + yy * camera.Up); Color color = TraceRay(new Ray(camera.Pos, rayDir), scene, 0); accum += color; } pixels[x, y] = (ooNumSamples * accum).ToDrawingColor(); } }); return(pixels); }
private static Color GetNaturalColor(Material material, F64Vec3 pos, F64Vec3 norm, F64Vec3 rd, Scene scene) { Color ret = Color.Black; foreach (Light light in scene.Lights) { F64Vec3 ldis = light.Pos - pos; F64Vec3 livec = F64Vec3.NormalizeFastest(ldis); ISect isect = IntersectRay(new Ray(pos, livec), scene); bool isInShadow = (isect != null) && (isect.Dist * isect.Dist) < F64Vec3.LengthSqr(ldis); if (!isInShadow) { F32 illum = F32.Max(F32.Zero, F64Vec3.Dot(livec, norm).F32); Color lcolor = illum * light.Color; F32 specular = F64Vec3.Dot(livec, F64Vec3.NormalizeFastest(rd)).F32; Color scolor = specular > 0 ? F32.PowFastest(specular, material.Roughness) * light.Color : Color.Black; ret += material.Diffuse * lcolor + material.Specular * scolor; } } return(ret); }
public virtual void RegionLoaded(Scene scene) { }
private void OnSceneUnloaded(Scene scene) { RefreshAudioListener(); }
private static Color GetReflectionColor(Material material, F64Vec3 pos, F64Vec3 norm, F64Vec3 rd, Scene scene, int depth) { return(material.Reflect * TraceRay(new Ray(pos, rd), scene, depth + 1)); }
void OnSceneLoaded(Scene scene, LoadSceneMode mode) { OnLevelLoaded(scene.buildIndex); }
void ISceneTemplatePipeline.AfterTemplateInstantiation(SceneTemplateAsset sceneTemplateAsset, Scene scene, bool isAdditive, string sceneName) { }
private void OnSceneLoaded(Scene scene, LoadSceneMode sceneMode) { Initialize(); }
private void OnSceneLoaded(Scene scene, LoadSceneMode loadSceneMode) { RefreshAudioListener(); }
protected override Task <bool> Initialize(EditorServiceGame editorGame) { game = (EntityHierarchyEditorGame)editorGame; editorScene = game.EditorScene; var transformMainGizmoRenderStage = new RenderStage("TransformGizmoOpaque", "Main"); var transformTransparentGizmoRenderStage = new RenderStage("TransformGizmoTransparent", "Main") { SortMode = new BackToFrontSortMode() }; game.EditorSceneSystem.GraphicsCompositor.RenderStages.Add(transformMainGizmoRenderStage); game.EditorSceneSystem.GraphicsCompositor.RenderStages.Add(transformTransparentGizmoRenderStage); var meshRenderFeature = game.EditorSceneSystem.GraphicsCompositor.RenderFeatures.OfType <MeshRenderFeature>().First(); // Reset all stages for TransformationGrizmoGroup meshRenderFeature.RenderStageSelectors.Add(new SimpleGroupToRenderStageSelector { RenderGroup = TransformationGizmo.TransformationGizmoGroupMask, }); meshRenderFeature.RenderStageSelectors.Add(new MeshTransparentRenderStageSelector { EffectName = EditorGraphicsCompositorHelper.EditorForwardShadingEffect, RenderGroup = TransformationGizmo.TransformationGizmoGroupMask, OpaqueRenderStage = transformMainGizmoRenderStage, TransparentRenderStage = transformTransparentGizmoRenderStage, }); meshRenderFeature.PipelineProcessors.Add(new MeshPipelineProcessor { TransparentRenderStage = transformTransparentGizmoRenderStage }); var editorCompositor = (EditorTopLevelCompositor)game.EditorSceneSystem.GraphicsCompositor.Game; editorCompositor.PostGizmoCompositors.Add(new ClearRenderer { ClearFlags = ClearRendererFlags.DepthOnly }); editorCompositor.PostGizmoCompositors.Add(new SingleStageRenderer { RenderStage = transformMainGizmoRenderStage, Name = "Transform Opaque Gizmos" }); editorCompositor.PostGizmoCompositors.Add(new SingleStageRenderer { RenderStage = transformTransparentGizmoRenderStage, Name = "Transform Transparent Gizmos" }); TranslationGizmo = new TranslationGizmo(); RotationGizmo = new RotationGizmo(); ScaleGizmo = new ScaleGizmo(); TranslationGizmo.TransformationEnded += OnGizmoTransformationFinished; ScaleGizmo.TransformationEnded += OnGizmoTransformationFinished; RotationGizmo.TransformationEnded += OnGizmoTransformationFinished; transformationGizmos.Add(TranslationGizmo); transformationGizmos.Add(RotationGizmo); transformationGizmos.Add(ScaleGizmo); Services.Get <IEditorGameEntitySelectionService>().SelectionUpdated += UpdateModifiedEntitiesList; // Initialize and add the Gizmo entities to the gizmo scene MicrothreadLocalDatabases.MountCommonDatabase(); // initialize the gizmo foreach (var gizmo in transformationGizmos) { gizmo.Initialize(game.Services, editorScene); } // Deactivate all transformation gizmo by default foreach (var gizmo in transformationGizmos) { gizmo.IsEnabled = false; } // set the default active transformation gizmo ActiveTransformationGizmo = TranslationGizmo; // Start update script (with priority 1 so that it happens after UpdateModifiedEntitiesList is called -- which usually happens from a EditorGameComtroller.PostAction() which has a default priority 0) game.Script.AddTask(Update, 1); return(Task.FromResult(true)); }
public UnlitColorMaterial(Scene scene, string name = "Unlit Material") : base(scene) { Name = name; }
/// <summary> /// the method is activated at the event "SceneManager.sceneLoaded": the method /// activates itself to the event: it activates an event that indicates the /// beginning of a new scene. /// </summary> private void ManageNewScene(Scene scene, LoadSceneMode load) { EventsManager.CallEvent(EventAction.NewScene, GetActualLevel(scene)); }
void OnSceneLoaded(Scene scene, LoadSceneMode mode) { Debug.Log("OnSceneLoaded: " + scene.name + " " + mode); }
// Start is called before the first frame update void Start() { scene = SceneManager.GetActiveScene(); }
public override void BeforeRender(Scene scene) { DrawGears(); }
protected virtual void CreateWallBulletHole(Matrix world) { Scene.Add(new Props.BulletHolePlane1 { WorldMatrix = world }); }
/// <summary> /// The method returns enumerator of actual scene, if the scene there is't, the method return null. /// </summary> private SceneEnum GetActualLevel(Scene scene) { return(EnumExtend.ParseEnum <SceneEnum>(scene.name)); }
//参数列表 必须与事件sceneLoaded一致 private void SceneLoaded(Scene scene, LoadSceneMode loadSceneMode) { SceneManager.SetActiveScene(scene); Debug.Log($"{sceneName}场景加载完毕!"); }
void Start() { current_scene = SceneManager.GetActiveScene(); sphere.AddForce(0, -0.5f, 0); }
private async void Initialize() { // Create scene Scene myScene = new Scene(Basemap.CreateImageryWithLabels()) { // Set initial viewpoint InitialViewpoint = new Viewpoint(_observerPoint, 1600) }; // Create the elevation source ElevationSource myElevationSource = new ArcGISTiledElevationSource(_elevationUri); // Add the elevation source to the scene myScene.BaseSurface.ElevationSources.Add(myElevationSource); // Create the building scene layer ArcGISSceneLayer mySceneLayer = new ArcGISSceneLayer(_buildingsUri); // Add the building layer to the scene myScene.OperationalLayers.Add(mySceneLayer); // Add the observer to the scene // Create a graphics overlay with relative surface placement; relative surface placement allows the Z position of the observation point to be adjusted GraphicsOverlay overlay = new GraphicsOverlay() { SceneProperties = new LayerSceneProperties(SurfacePlacement.Relative) }; // Create the symbol that will symbolize the observation point SimpleMarkerSceneSymbol symbol = new SimpleMarkerSceneSymbol(SimpleMarkerSceneSymbolStyle.Sphere, Colors.Red, 10, 10, 10, SceneSymbolAnchorPosition.Bottom); // Create the observation point graphic from the point and symbol _observerGraphic = new Graphic(_observerPoint, symbol); // Add the observer to the overlay overlay.Graphics.Add(_observerGraphic); // Add the overlay to the scene MySceneView.GraphicsOverlays.Add(overlay); try { // Add the taxi to the scene // Create the model symbol for the taxi ModelSceneSymbol taxiSymbol = await ModelSceneSymbol.CreateAsync(new Uri(GetModelUri())); // Set the anchor position for the mode; ensures that the model appears above the ground taxiSymbol.AnchorPosition = SceneSymbolAnchorPosition.Bottom; // Create the graphic from the taxi starting point and the symbol _taxiGraphic = new Graphic(_points[0], taxiSymbol); // Add the taxi graphic to the overlay overlay.Graphics.Add(_taxiGraphic); // Create GeoElement Line of sight analysis (taxi to building) // Create the analysis _geoLine = new GeoElementLineOfSight(_observerGraphic, _taxiGraphic) { // Apply an offset to the target. This helps avoid some false negatives TargetOffsetZ = 2 }; // Create the analysis overlay AnalysisOverlay myAnalysisOverlay = new AnalysisOverlay(); // Add the analysis to the overlay myAnalysisOverlay.Analyses.Add(_geoLine); // Add the analysis overlay to the scene MySceneView.AnalysisOverlays.Add(myAnalysisOverlay); // Create a timer; this will enable animating the taxi Device.StartTimer(new TimeSpan(0, 0, 0, 0, 60), () => { // Move the taxi every time the timer elapses AnimationTimer_Elapsed(this, null); // Keep the timer running return(true); }); // Subscribe to TargetVisible events; allows for updating the UI and selecting the taxi when it is visible _geoLine.TargetVisibilityChanged += Geoline_TargetVisibilityChanged; // Add the scene to the view MySceneView.Scene = myScene; } catch (Exception e) { await Application.Current.MainPage.DisplayAlert("Error", e.ToString(), "OK"); } }
protected virtual void CreateGroundBulletHole(Vector3 position) { Scene.Add(new Props.BulletHoleDecal1 { Translation = position }); }
// Start is called before the first frame update void Start() { Answers = AnswerBox.GetComponent <AnswerTrigger>(); this.scene = SceneManager.GetActiveScene(); }
private void SceneManagerOnSceneLoaded(Scene scene, LoadSceneMode loadSceneMode) { GameStateHelper.GameState = scene.name.ToLower().Contains("level") ? GameState.Playing : GameState.Menu; }