private void OnSceneLoad_Test() { //ResourceManager.LoadResource<string, TextLoadingParameters>("res_str_test_0", new TextLoadingParameters(new[] { "res_str_test_0.txt" }, Encoding.UTF8), 1, false); //if (!ResourceManager.TryGetResource("res_str_test_0", out string str, true)) // Log.WriteLine("Could not get resource 'res_str_test_0'", LogType.Message); ResourceManager.LoadResource <ITexture, TextureLoadingParameters>("res_tex_test_0", new TextureLoadingParameters(new[] { "res_tex_test_0.png" }, TextureWrapMode.ClampToEdge, TextureFilterMode.Nearest), 2, false); ResourceManager.LoadResource <ITexture, TextureLoadingParameters>("res_tex_test_1", new TextureLoadingParameters(new[] { "res_tex_test_1.png" }, TextureWrapMode.ClampToEdge, TextureFilterMode.Nearest), 2, false); ResourceManager.LoadResource <ITexture, TextureLoadingParameters>("res_tex_test_2", new TextureLoadingParameters(new[] { "res_tex_micha.png" }, TextureWrapMode.ClampToEdge, TextureFilterMode.Nearest), 2, false); ResourceManager.LoadResource <ITextureAtlas, FontLoadingParameters>($"font_Consolas_16", new FontLoadingParameters(new FontFamily("Consolas"), 16), 0, true); if (!ResourceManager.TryGetResource("res_tex_test_0", out ITexture tex0, true)) { Log.WriteLine("Could not get resource 'res_tex_test_0'", LogType.Message); } if (!ResourceManager.TryGetResource("res_tex_test_1", out ITexture tex1, true)) { Log.WriteLine("Could not get resource 'res_tex_test_1'", LogType.Message); } if (!ResourceManager.TryGetResource("res_tex_test_2", out ITexture tex2, true)) { Log.WriteLine("Could not get resource 'res_tex_test_2'", LogType.Message); } IGameObject go_viewport = Scene.CreateGameObject("go_viewport"); Viewport viewport = go_viewport.AddComponent <Viewport>(); //viewport.Transform.Position = new Vector2(1, 0); Scene.MainViewport = viewport; viewport.Zoom = 1; //viewport.Width *= 10f; //viewport.Height *= 10f; //viewport.Transform.Position.x += 1; GUIHandler guiHandler = go_viewport.AddComponent <GUIHandler>(); ResourceManager.TryGetResource("internal_circleShader", out IShader shader, true); //IGameObject go_sprite = Scene.CreateGameObject("go_sprite"); //go_sprite.Transform.Z = 0.65f; //Sprite sprite = go_sprite.AddComponent<Sprite>(); //sprite.Transform.Scale = new Vector2(0.95f, 0.95f); //sprite.Color = new Color(255, 0, 255, 63); IGameObject go_cSprite = Scene.CreateGameObject("go_cSprite"); go_cSprite.Transform.Z = 0.65f; // uniforms Color cSpriteColor = Color.WHITE; float innerRadius = 0.1f; float startAngle = 0.0f; float sweepAngle = 1f; // vertex attributes (VertexAttribute va, float[][] data)[] vertexAttributes =
private void OnSceneLoad_CellularAutomata() { IGameObject go_viewport = Scene.CreateGameObject("go_viewport"); Viewport viewport = go_viewport.AddComponent <Viewport>(); Scene.MainViewport = viewport; GUIHandler guiHandler = go_viewport.AddComponent <GUIHandler>(); IGameObject gO_cellularAutomata = Scene.CreateGameObject("gO_cellularAutomata"); ForestFire forestFire = gO_cellularAutomata.AddComponent <ForestFire>(new CellularAutomataInitializationData(2, 100, true, NeighbourhoodMode.Moore)); gO_cellularAutomata.Transform.Position.x -= (viewport.Width - 1) / 2f; IGameObject gO_pieChart = Scene.CreateGameObject("go_pieChart"); PieChart pieChart = gO_pieChart.AddComponent <PieChart>(forestFire); gO_pieChart.Transform.Scale = new Vector2(0.25f, 0.25f); gO_pieChart.Transform.Position.x += 0.25f; }