private void LoadObject(int idx) { if (flag) { building = provider.GetBuildingAt(idx); } else { character = provider.GetCharacterAt(idx); } }
/// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); // TODO: use this.Content to load your game content here // Hoc doi tuong string[] ObjectName; int[] CardSizeWidth; int[] CardSizeHeight; ReadObjectFromXML("ObjectConfig.xml", out nObject, out ObjectName, out CardSizeWidth, out CardSizeHeight); LearnObject(ObjectName, CardSizeWidth, CardSizeHeight, nObject); SetCalibrationInfoFromXML("camera.xml"); StreamReader sr = new StreamReader("Input.txt"); sVideoPath = sr.ReadLine(); sr.Close(); //cap = new Capture(sVideoPath); cap = new Capture(0); building = provider.GetBuildingAt(0); character = provider.GetCharacterAt(0); }
private void LoadCharacters(ContentManager content) { #region Declaration string[] strModelAssetPaths = { @"Models\Army\BodyModels\dragonknight_dragon", @"Models\Army\BodyModels\knight", @"Models\Army\BodyModels\forgottenone", @"Models\Army\BodyModels\forgottentwo", @"Models\Army\BodyModels\hunter", @"Models\Army\BodyModels\linfang", @"Models\Army\BodyModels\ryla", @"Models\Army\BodyModels\ddz", @"Models\Army\BodyModels\hakiru", @"Models\Army\BodyModels\terminator" }; string[] strTextureAssetPaths = { @"Images\Army\BodyTextures\dragonknight_dragon_red", @"Images\Army\BodyTextures\knight", @"Images\Army\BodyTextures\forgotten_blue", @"Images\Army\BodyTextures\forgotten_green", @"Images\Army\BodyTextures\hunterred", @"Images\Army\BodyTextures\linfangred", @"Images\Army\BodyTextures\rylared", @"Images\Army\BodyTextures\ddz_blue", @"Images\Army\BodyTextures\hakiru", @"Images\Army\BodyTextures\terminator_ultra" }; string[] strWModelAssetPaths = { @"Models\Army\WeaponModels\dragonknight_knight", @"Models\Army\WeaponModels\lightningSword", @"Models\Army\WeaponModels\forgotten_weapon", @"Models\Army\WeaponModels\forgotten_weapon", @"Models\Army\WeaponModels\hunter_weapon", @"Models\Army\WeaponModels\linfang_weapon", @"Models\Army\WeaponModels\ryla_weapon", @"Models\Army\WeaponModels\ddz_weapon", @"Models\Army\WeaponModels\hakiru_weapon", @"Models\Army\WeaponModels\terminator_weapon" }; string[] strWTextureAssetPaths = { @"Images\Army\WeaponTextures\dragonknight_knight", @"Images\Army\WeaponTextures\lightningSword", @"Images\Army\WeaponTextures\forgotten_weapon", @"Images\Army\WeaponTextures\forgotten_weapon", @"Images\Army\WeaponTextures\hunter_weapon", @"Images\Army\WeaponTextures\linfang_weapon", @"Images\Army\WeaponTextures\ryla_weapon", @"Images\Army\WeaponTextures\ddz_weapon", @"Images\Army\WeaponTextures\hakiru_weapon", @"Images\Army\WeaponTextures\terminator_weapon" }; string[] strAnimationFiles = { @"Content\MD2Animation2.xml", @"Content\MD2Animation1.xml", @"Content\MD2Animation2.xml", @"Content\MD2Animation2.xml", @"Content\MD2Animation3.xml", @"Content\MD2Animation2.xml", @"Content\MD2Animation1.xml", @"Content\MD2Animation2.xml", @"Content\MD2Animation2.xml", @"Content\MD2Animation1.xml" }; #endregion Declaration for (int i = 0; i < strModelAssetPaths.Length; i++) { CCharacterObject character = new CCharacterObject(); character.InitializeObject( device, content, strModelAssetPaths[i], strTextureAssetPaths[i], strWModelAssetPaths[i], strWTextureAssetPaths[i], strAnimationFiles[i], Vector3.Zero, characterScale, 25f); lstCharacters.Add(character); } }
private CCharacterObject CreateCharacter(int index) { #region Declaration string[] strModelAssetPaths = { @"Models\Army\BodyModels\dragonknight_dragon", @"Models\Army\BodyModels\knight", @"Models\Army\BodyModels\forgottenone", @"Models\Army\BodyModels\forgottentwo", @"Models\Army\BodyModels\hunter", @"Models\Army\BodyModels\linfang", @"Models\Army\BodyModels\ryla", @"Models\Army\BodyModels\ddz", @"Models\Army\BodyModels\hakiru", @"Models\Army\BodyModels\terminator" }; string[] strTextureAssetPaths = { @"Images\Army\BodyTextures\dragonknight_dragon_red", @"Images\Army\BodyTextures\knight", @"Images\Army\BodyTextures\forgotten_blue", @"Images\Army\BodyTextures\forgotten_green", @"Images\Army\BodyTextures\hunterred", @"Images\Army\BodyTextures\linfangred", @"Images\Army\BodyTextures\rylared", @"Images\Army\BodyTextures\ddz_blue", @"Images\Army\BodyTextures\hakiru", @"Images\Army\BodyTextures\terminator_ultra" }; string[] strWModelAssetPaths = { @"Models\Army\WeaponModels\dragonknight_knight", @"Models\Army\WeaponModels\lightningSword", @"Models\Army\WeaponModels\forgotten_weapon", @"Models\Army\WeaponModels\forgotten_weapon", @"Models\Army\WeaponModels\hunter_weapon", @"Models\Army\WeaponModels\linfang_weapon", @"Models\Army\WeaponModels\ryla_weapon", @"Models\Army\WeaponModels\ddz_weapon", @"Models\Army\WeaponModels\hakiru_weapon", @"Models\Army\WeaponModels\terminator_weapon" }; string[] strWTextureAssetPaths = { @"Images\Army\WeaponTextures\dragonknight_knight", @"Images\Army\WeaponTextures\lightningSword", @"Images\Army\WeaponTextures\forgotten_weapon", @"Images\Army\WeaponTextures\forgotten_weapon", @"Images\Army\WeaponTextures\hunter_weapon", @"Images\Army\WeaponTextures\linfang_weapon", @"Images\Army\WeaponTextures\ryla_weapon", @"Images\Army\WeaponTextures\ddz_weapon", @"Images\Army\WeaponTextures\hakiru_weapon", @"Images\Army\WeaponTextures\terminator_weapon" }; string[] strAnimationFiles = { @"Content\MD2Animation2.xml", @"Content\MD2Animation1.xml", @"Content\MD2Animation2.xml", @"Content\MD2Animation2.xml", @"Content\MD2Animation3.xml", @"Content\MD2Animation2.xml", @"Content\MD2Animation1.xml", @"Content\MD2Animation2.xml", @"Content\MD2Animation2.xml", @"Content\MD2Animation1.xml" }; #endregion Declaration CCharacterObject character = new CCharacterObject(); character.InitializeObject( device, content, strModelAssetPaths[index], strTextureAssetPaths[index], strWModelAssetPaths[index], strWTextureAssetPaths[index], strAnimationFiles[index], Vector3.Zero, characterScale, 25f); return character; }
public static MyEffect CreateHaloForCharacter(Game game, CCharacterObject character, CharacterHaloStyle style, CharacterHaloColor color) { IHaloController haloController; MyHalo halo; switch (style) { case CharacterHaloStyle.Style01: CharacterHaloController_Style01 haloController1; haloController1 = new CharacterHaloController_Style01(); haloController1.Scale = s; haloController1.MaxHeight = character.Radius * 2; haloController = haloController1; break; case CharacterHaloStyle.Style02: default: CharacterHaloController_Style02 haloController2; haloController2 = new CharacterHaloController_Style02(); haloController2.Scale = s; haloController = haloController2; break; } Vector3 pos; switch (color) { case CharacterHaloColor.Blue: default: halo = new HaloBlue(game, haloController); halo.Initialize(); halo.Radius = character.Radius * 2; pos = character.Position; pos.Y -= character.Radius; halo.Position = pos; break; case CharacterHaloColor.Green: halo = new HaloGreen(game, haloController); halo.Initialize(); halo.Radius = character.Radius * 2; pos = character.Position; pos.Y -= character.Radius; halo.Position = pos; break; case CharacterHaloColor.Yellow: halo = new HaloYellow(game, haloController); halo.Initialize(); halo.Radius = character.Radius * 2; pos = character.Position; pos.Y -= character.Radius; halo.Position = pos; break; case CharacterHaloColor.White: halo = new HaloWhite(game, haloController); halo.Initialize(); halo.Radius = character.Radius * 2; pos = character.Position; pos.Y -= character.Radius; halo.Position = pos; break; case CharacterHaloColor.Violet: halo = new HaloViolet(game, haloController); halo.Initialize(); halo.Radius = character.Radius * 2; pos = character.Position; pos.Y -= character.Radius; halo.Position = pos; break; } return halo; }