示例#1
0
        public override void Initialize()
        {
            base.Initialize();
            Material material = new Material();

            this.LastLevelMesh = new Mesh()
            {
                Effect       = (BaseEffect) new FarawayEffect(),
                DepthWrites  = false,
                Material     = material,
                Blending     = new BlendingMode?(BlendingMode.Alphablending),
                SamplerState = SamplerState.PointClamp
            };
            this.ThisLevelMesh = new Mesh()
            {
                Effect       = (BaseEffect) new FarawayEffect(),
                DepthWrites  = false,
                Material     = material,
                Blending     = new BlendingMode?(BlendingMode.Alphablending),
                SamplerState = SamplerState.PointClamp
            };
            this.NextLevelMesh = new Mesh()
            {
                Effect       = (BaseEffect) new FarawayEffect(),
                DepthWrites  = false,
                Material     = material,
                Blending     = new BlendingMode?(BlendingMode.Alphablending),
                SamplerState = SamplerState.PointClamp
            };
            this.LevelManager.LevelChanged += new Action(this.TryInitialize);
            ServiceHelper.AddComponent((IGameComponent)(this.Fader = new FarawayPlaceHost.PlaceFader(this.Game)));
            this.Fader.Visible = false;
        }
示例#2
0
 public override void Initialize()
 {
   base.Initialize();
   Material material = new Material();
   this.LastLevelMesh = new Mesh()
   {
     Effect = (BaseEffect) new FarawayEffect(),
     DepthWrites = false,
     Material = material,
     Blending = new BlendingMode?(BlendingMode.Alphablending),
     SamplerState = SamplerState.PointClamp
   };
   this.ThisLevelMesh = new Mesh()
   {
     Effect = (BaseEffect) new FarawayEffect(),
     DepthWrites = false,
     Material = material,
     Blending = new BlendingMode?(BlendingMode.Alphablending),
     SamplerState = SamplerState.PointClamp
   };
   this.NextLevelMesh = new Mesh()
   {
     Effect = (BaseEffect) new FarawayEffect(),
     DepthWrites = false,
     Material = material,
     Blending = new BlendingMode?(BlendingMode.Alphablending),
     SamplerState = SamplerState.PointClamp
   };
   this.LevelManager.LevelChanged += new Action(this.TryInitialize);
   ServiceHelper.AddComponent((IGameComponent) (this.Fader = new FarawayPlaceHost.PlaceFader(this.Game)));
   this.Fader.Visible = false;
 }