private async Task FetchScenes() { var rnd = new Random(); string scenesPath = @"C:\Users\fnkta\Documents\Scenes"; points = new List <Point>() { new Point(3500, 3500, 20), new Point(3750, 3750, 20), new Point(5000, 5000, 20), }; var scenes = await _dataService.GetScenesAsync(scenesPath, points); Scenes = new SceneCollection(); foreach (var scene in scenes) { var mappedScene = _mapper.Map <Model.Scene>(scene); await Task.Run(async() => await Task.Delay(TimeSpan.FromSeconds(rnd.Next(1, 4)))); Scenes.Add(mappedScene); } //FillTimeLine(); //await _dbService.InsertSceneRangeAsync(Scenes.ToList()); }
/// <summary> /// The add scene. /// </summary> /// <param name="scene"> /// The scene. /// </param> public static void AddScene(Scene scene) { scene.Visible = false; scenes.Add(scene); if (scene.TopMost && vd == null) { // set up the vertices and add the effect overlayVertexArray = new VertexPositionColor[4]; overlayVertexArray[0] = new VertexPositionColor( new Vector3( -game.GraphicsDevice.Viewport.Width / 2.0f, -game.GraphicsDevice.Viewport.Height / 2.0f, 0.0f), Color.TransparentBlack); overlayVertexArray[1] = new VertexPositionColor( new Vector3( -game.GraphicsDevice.Viewport.Width / 2.0f, game.GraphicsDevice.Viewport.Height / 2.0f, 0.0f), Color.TransparentBlack); overlayVertexArray[2] = new VertexPositionColor( new Vector3( game.GraphicsDevice.Viewport.Width / 2.0f, -game.GraphicsDevice.Viewport.Height / 2.0f, 0.0f), Color.TransparentBlack); overlayVertexArray[3] = new VertexPositionColor( new Vector3( game.GraphicsDevice.Viewport.Width / 2.0f, game.GraphicsDevice.Viewport.Height / 2.0f, 0.0f), Color.TransparentBlack); vd = new VertexDeclaration(game.GraphicsDevice, VertexPositionColor.VertexElements); vb = new VertexBuffer(game.GraphicsDevice, VertexPositionColor.SizeInBytes * 4, BufferUsage.None); vb.SetData(overlayVertexArray); Vector4 overlayColor = Color.Black.ToVector4(); overlayColor.W = 0.85f; ShaderManager.AddEffect(ShaderManager.EFFECT_ID.OVERLAY, "overlay", game); ShaderManager.SetCurrentEffect(ShaderManager.EFFECT_ID.OVERLAY); ShaderManager.SetValue("OverlayColor", overlayColor); ShaderManager.CommitChanges(); } }