示例#1
0
        // ## BEGIN - END ## //

        protected static void DrawLand
        (
            UltimaBatcher2D batcher,
            ushort graphic,
            int x,
            int y,
            ref Rectangle rectangle,
            ref Vector3 n0,
            ref Vector3 n1,
            ref Vector3 n2,
            ref Vector3 n3,
            ref Vector3 hue
        )
        {
            UOTexture texture = TexmapsLoader.Instance.GetTexture(TileDataLoader.Instance.LandData[graphic].TexID);

            if (texture != null)
            {
                texture.Ticks = Time.Ticks;

                batcher.DrawSpriteLand(texture, x, y, ref rectangle, ref n0, ref n1, ref n2, ref n3, ref hue);
            }
            else
            {
                DrawStatic(batcher, graphic, x, y, ref hue);
            }
        }
示例#2
0
        private bool Draw3DStretched(UltimaBatcher2D batcher, int posX, int posY)
        {
            Texture.Ticks = Time.Ticks;
            batcher.DrawSpriteLand(Texture, posX, posY + (Z << 2), ref Rectangle, ref Normal0, ref Normal1, ref Normal2, ref Normal3, ref HueVector);
            Select(posX, posY);

            return(true);
        }
示例#3
0
        private bool Draw3DStretched(UltimaBatcher2D batcher, int posX, int posY)
        {
            Texture.Ticks = Engine.Ticks;

            if (batcher.DrawSpriteLand(Texture, posX, posY + Z * 4, ref Rectangle, ref Normals, ref HueVector))
            {
                Select(posX, posY);

                return(true);
            }

            return(false);
        }
示例#4
0
        protected static void DrawLand
        (
            UltimaBatcher2D batcher,
            ushort graphic,
            int x,
            int y,
            ref UltimaBatcher2D.YOffsets yOffsets,
            ref Vector3 nTop,
            ref Vector3 nRight,
            ref Vector3 nLeft,
            ref Vector3 nBottom,
            ref Vector3 hue
        )
        {
            UOTexture texture = TexmapsLoader.Instance.GetTexture(TileDataLoader.Instance.LandData[graphic].TexID);

            if (texture != null)
            {
                texture.Ticks = Time.Ticks;

                batcher.DrawSpriteLand
                (
                    texture,
                    x,
                    y,
                    ref yOffsets,
                    ref nTop,
                    ref nRight,
                    ref nLeft,
                    ref nBottom,
                    ref hue
                );
            }
            else
            {
                DrawStatic
                (
                    batcher,
                    graphic,
                    x,
                    y,
                    ref hue
                );
            }
        }