本文整理汇总了C#中AssetManager.GetText方法的典型用法代码示例。如果您正苦于以下问题:C# AssetManager.GetText方法的具体用法?C# AssetManager.GetText怎么用?C# AssetManager.GetText使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类AssetManager
的用法示例。
在下文中一共展示了AssetManager.GetText方法的8个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C#代码示例。
示例1: MultiOptionSelector
public MultiOptionSelector(AssetManager assets, string themeName, Vector2 position, Anchor anchor, List<Option> options, MultiOptionArrangement arrangement, Cursor cursor, int initialValue)
: base(themeName, position, initialValue)
{
//process arrangement
if (arrangement == MultiOptionArrangement.ListX)
arrangement = new MultiOptionArrangement(options.Count, 1);
if (arrangement == MultiOptionArrangement.ListY)
arrangement = new MultiOptionArrangement(1, options.Count);
this.arrangement = arrangement;
TextDictionary assetDictionary = new TextDictionary(assets.GetText("selector"));
//load themes
string cursorTheme = assetDictionary.LookupString(themeName, "cursorTheme");
string optionTheme = assetDictionary.LookupString(themeName, "optionTheme");
Anchor justify = Anchor.Center;
bool justifySuccess = assetDictionary.CheckPropertyExists(themeName, "justify");
if (justifySuccess)
{
string justifyString = assetDictionary.LookupString(themeName, "justify");
if (justifyString == "Left")
justify = Anchor.CenterLeft;
else if (justifyString == "Right")
justify = Anchor.CenterRight;
}
//position components
cursor.Initialize(options, assets, cursorTheme);
Vector2 individualSize = Vector2.Zero;
for (int i = 0; i < options.Count; i++)
{
options[i].Initialize(assets, optionTheme);
if (options[i].Dimensions.X > individualSize.X)
individualSize.X = options[i].Dimensions.X;
if (options[i].Dimensions.Y > individualSize.Y)
individualSize.Y = options[i].Dimensions.Y;
}
for (int i = 0; i < options.Count; i++)
options[i].Position = (individualSize + cursor.Spacing * Vector2.One) * arrangement.GetPosition(i);
Vector2 overallSize = new Vector2(arrangement.Columns * (individualSize.X + cursor.Spacing) - cursor.Spacing, arrangement.Rows * (individualSize.Y + cursor.Spacing) - cursor.Spacing);
for (int i = 0; i < options.Count; i++)
{
Vector2 p = options[i].Position;
if (justify == Anchor.TopCenter || justify == Anchor.Center || justify == Anchor.BottomCenter)
p.X += (individualSize.X - options[i].Dimensions.X) / 2;
else if (justify == Anchor.TopRight || justify == Anchor.CenterRight || justify == Anchor.BottomRight)
p.X += individualSize.X - options[i].Dimensions.X;
if (justify == Anchor.CenterLeft || justify == Anchor.Center || justify == Anchor.CenterRight)
p.Y += (individualSize.Y - options[i].Dimensions.Y) / 2;
else if (justify == Anchor.BottomLeft || justify == Anchor.BottomCenter || justify == Anchor.BottomRight)
p.Y += individualSize.Y - options[i].Dimensions.Y;
options[i].Position = p;
}
this.Position -= GraphicsHelper.ComputeAnchorOrigin(anchor, overallSize / GraphicsConstants.VIEWPORT_DIMENSIONS);
this.options = options;
this.cursor = cursor;
//initialize position
Vector2 initialPosition = arrangement.GetPosition(IntValue);
x = (int)initialPosition.X;
y = (int)initialPosition.Y;
cursor.Update(IntValue);
}
示例2: Initialize
public override void Initialize(AssetManager assets, string themeName)
{
TextDictionary assetDictionary = new TextDictionary(assets.GetText("option"));
fontFace = assets.GetFont(assetDictionary.LookupString(themeName, "fontFace"));
try { fontColor = new Color(assetDictionary.LookupVector4(themeName, "fontColor")); }
catch { fontColor = new Color(assetDictionary.LookupVector3(themeName, "fontColor")); }
dimensions = fontFace.MeasureString(text) + new Vector2(0, -5);
}
示例3: BuildMultiOptionSelector
public static MultiOptionSelector BuildMultiOptionSelector(AssetManager assets, string theme, string selectorName, List<Option> options, MultiOptionArrangement arrangement, Cursor cursor, int initialValue = 0)
{
TextDictionary assetDictionary = new TextDictionary(assets.GetText("selector"));
string selectorTheme = assetDictionary.LookupString(theme, selectorName + "SelectorTheme");
Vector2 selectorPosition = assetDictionary.LookupVector2(theme, selectorName + "SelectorPosition");
Anchor selectorAnchor = Anchor.Center;
if (assetDictionary.CheckPropertyExists(theme, selectorName + "SelectorAnchor"))
Enum.TryParse<Anchor>(assetDictionary.LookupString(theme, selectorName + "SelectorAnchor"), out selectorAnchor);
return new MultiOptionSelector(assets, selectorTheme, selectorPosition, selectorAnchor, options, arrangement, cursor, initialValue);
}
示例4: Initialize
public virtual void Initialize(List<Option> options, AssetManager assets, string themeName)
{
TextDictionary assetDictionary = new TextDictionary(assets.GetText("cursor"));
this.options = options;
try { cycleDelay = assetDictionary.LookupInt32(themeName, "cycleDelay"); }
catch { cycleDelay = 1; }
try { cycleInterval = assetDictionary.LookupInt32(themeName, "cycleInterval"); }
catch { cycleInterval = 1; }
spacing = assetDictionary.LookupSingle(themeName, "spacing");
if (assetDictionary.CheckPropertyExists(themeName, "cycleSound"))
cycleSound = new SoundObject(assets.GetSFX(assetDictionary.LookupString(themeName, "cycleSound")));
if (assetDictionary.CheckPropertyExists(themeName, "selectSound"))
selectSound = new SoundObject(assets.GetSFX(assetDictionary.LookupString(themeName, "selectSound")));
selected = false;
}
示例5: SingularSelector
public SingularSelector(AssetManager assets, string themeName, Vector2 position, Anchor anchor, Option option)
: base(themeName, position, 0)
{
TextDictionary assetDictionary = new TextDictionary(assets.GetText("selector"));
string optionTheme = assetDictionary.LookupString(themeName, "optionTheme");
blinkRate = assetDictionary.LookupInt32(themeName, "blinkRate");
if (assetDictionary.CheckPropertyExists(themeName, "sound"))
sound = new SoundObject(assets.GetSFX(assetDictionary.LookupString(themeName, "sound")));
option.Initialize(assets, optionTheme);
//this.position *= GraphicsConstants.VIEWPORT_DIMENSIONS / GraphicsConstants.DEFAULT_DIMENSIONS;
this.Position -= GraphicsHelper.ComputeAnchorOrigin(anchor, option.Dimensions / GraphicsConstants.VIEWPORT_DIMENSIONS);
this.option = option;
IntValue = 0;
timer = 0;
selected = false;
}
示例6: BackgroundParticleSettings
public BackgroundParticleSettings(AssetManager assets, int actNumber)
{
TextDictionary td = new TextDictionary(assets.GetText("particles"));
string act = "act" + actNumber;
numParticles = td.LookupInt32(act, "numParticles");
if (numParticles > 0)
{
rotationRateRange = td.LookupVector2(act, "rotationRateRange");
scaleRange = td.LookupVector2(act, "scaleRange");
colorLow = td.LookupColor(act, "colorLow");
colorHigh = td.LookupColor(act, "colorHigh");
texture = assets.GetTexture(td.LookupString(act, "texture"));
distance = td.LookupSingle(act, "dist");
}
}
示例7: Build
public static ParallaxBackgroundSet Build(AssetManager assets, Camera camera, Vector2 seamstressStart, string assetName)
{
TextDictionary assetDictionary = new TextDictionary(assets.GetText("parallax"));
int layers = assetDictionary.LookupInt32(assetName, "layers");
ParallaxBackground[] backgrounds = new ParallaxBackground[layers];
BackgroundParticleSet particles = new BackgroundParticleSet(assets, camera.Dimensions, Convert.ToInt32(assetName.Substring(3)));
int particleLayer = -1;
for (int i = 0; i < layers; i++)
{
Texture2D tex;
if (assetDictionary.CheckPropertyExists(assetName, "name" + i))
tex = assets.GetTexture(assetDictionary.LookupString(assetName, "name" + i));
else
tex = assets.GetTexture(assetName + "_layer" + i);
float dist, scale;
Vector2 offset, velocity, repeat;
Anchor anchor;
try { dist = assetDictionary.LookupSingle(assetName, "dist" + i); }
catch { dist = 1; }
try { offset = assetDictionary.LookupVector2(assetName, "offset" + i); }
catch { offset = Vector2.Zero; }
try { velocity = assetDictionary.LookupVector2(assetName, "velocity" + i); }
catch { velocity = Vector2.Zero; }
try { scale = assetDictionary.LookupSingle(assetName, "scale" + i); }
catch { scale = 1; }
try { repeat = assetDictionary.LookupVector2(assetName, "repeat" + i); }
catch { repeat = new Vector2(1, 0); }
if (!assetDictionary.CheckPropertyExists(assetName, "anchor" + i) ||
!Enum.TryParse<Anchor>(assetDictionary.LookupString(assetName, "anchor" + i), out anchor))
anchor = Anchor.BottomLeft;
backgrounds[i] = new ParallaxBackground(assets, tex, offset, velocity, dist, scale, anchor, repeat);
if (dist > particles.Distance)
particleLayer = i;
}
ParallaxBackgroundSet pbs = new ParallaxBackgroundSet();
pbs.backgrounds = backgrounds;
pbs.camera = new Camera(camera.Dimensions, camera.Position, camera.Rotation, camera.Scale);
pbs.color = assetDictionary.LookupColor(assetName, "color");
pbs.particleLayer = particleLayer;
pbs.particles = particles;
pbs.seamstressStart = seamstressStart;
return pbs;
}
示例8: InputController
/// <summary>
/// Constructs a new InputController.
/// </summary>
/// <param name="assets">The AssetManager object used in the game.</param>
public InputController(AssetManager assets)
{
controllerConnected = GamePad.GetState(PlayerIndex.One).IsConnected;
TextDictionary dict = new TextDictionary(assets.GetText("controls"));
controls = new InputControl[controlNames.Length];
for (int i = 0; i < controls.Length; i++)
{
controls[i] = new InputControl();
if (dict.CheckObjectExists(controlNames[i]))
{
if (dict.CheckPropertyExists(controlNames[i], "key"))
{
Keys key = (Keys)Enum.Parse(typeof(Keys), dict.LookupString(controlNames[i], "key"));
controls[i].AddKey(key);
}
else
{
int j = 0;
while (dict.CheckPropertyExists(controlNames[i], "key" + j))
{
Keys key = (Keys)Enum.Parse(typeof(Keys), dict.LookupString(controlNames[i], "key" + j));
controls[i].AddKey(key);
j++;
}
}
if (dict.CheckPropertyExists(controlNames[i], "button"))
{
Buttons button = (Buttons)Enum.Parse(typeof(Buttons), dict.LookupString(controlNames[i], "button"));
controls[i].AddButton(button);
}
else
{
int j = 0;
while (dict.CheckPropertyExists(controlNames[i], "button" + j))
{
Buttons button = (Buttons)Enum.Parse(typeof(Buttons), dict.LookupString(controlNames[i], "button" + j));
controls[i].AddButton(button);
j++;
}
}
if (dict.CheckPropertyExists(controlNames[i], "leftjoystick"))
{
Vector2 dir = dict.LookupVector2(controlNames[i], "leftjoystick");
controls[i].SetLeftJoystick(dir);
}
if (dict.CheckPropertyExists(controlNames[i], "rightjoystick"))
{
Vector2 dir = dict.LookupVector2(controlNames[i], "rightjoystick");
controls[i].SetRightJoystick(dir);
}
if (dict.CheckPropertyExists(controlNames[i], "lefttrigger"))
{
bool activated = dict.LookupBoolean(controlNames[i], "lefttrigger");
controls[i].SetLeftTrigger(activated);
}
if (dict.CheckPropertyExists(controlNames[i], "righttrigger"))
{
bool activated = dict.LookupBoolean(controlNames[i], "righttrigger");
controls[i].SetRightTrigger(activated);
}
}
}
var keyNames = Enum.GetValues(typeof(Keys));
allKeys = new InputControl();
foreach (Keys key in keyNames)
allKeys.AddKey(key);
allKeys.AddButton(Buttons.A);
allKeys.AddButton(Buttons.B);
allKeys.AddButton(Buttons.Back);
allKeys.AddButton(Buttons.LeftShoulder);
allKeys.AddButton(Buttons.LeftTrigger);
allKeys.AddButton(Buttons.RightShoulder);
allKeys.AddButton(Buttons.RightTrigger);
allKeys.AddButton(Buttons.Start);
allKeys.AddButton(Buttons.X);
allKeys.AddButton(Buttons.Y);
}