本文整理汇总了C#中Axis.Initialize方法的典型用法代码示例。如果您正苦于以下问题:C# Axis.Initialize方法的具体用法?C# Axis.Initialize怎么用?C# Axis.Initialize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Axis
的用法示例。
在下文中一共展示了Axis.Initialize方法的1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: LoadContent
/// <summary>
/// LoadContent will be called once per game and is the place to load
/// all of your content.
/// </summary>
protected override void LoadContent()
{
GameFont = Content.Load<SpriteFont>("munro");
MainCamera = new FirstPersonCamera(GraphicsDevice.Viewport, DefaultFieldOfView, DefaultAspectRatio, 1.0f, 10000.0f);
SpectatorCamera = new FirstPersonCamera(GraphicsDevice.Viewport, DefaultFieldOfView, DefaultAspectRatio, 1.0f, 10000.0f);
Axis = new Axis(GraphicsDevice)
{
Scale = 0.5f
};
Axis.Initialize(MainCamera);
DebugHud = new DebugHud(GraphicsDevice);
DebugStringPanel gameStateInformation = new DebugStringPanel
{
Padding = new Vector2(0.0f, 35.0f),
Position = new Vector2(35.0f, 35.0f),
SpriteFont = GameFont
};
gameStateInformation.Add("fps", "FPS: ", Color.Yellow, 0.8f);
gameStateInformation.Add("delta_time", "Delta Time: ", Color.Yellow, 0.8f);
gameStateInformation.Add("toggle_debug", "Debug Mode (F1): " + Debugging, Color.White, 1.0f);
gameStateInformation.Add("spectate_info", "Spectator Camera (P): " + spectating, Color.White, 1.0f);
DebugHud.DebugStringPanels.Add(gameStateInformation);
map = new Map.Map();
map.CreateFromHeightmap(GraphicsDevice, Content.Load<Texture2D>("heightmap"), 1, 10.0f, 0.1f);
map.InitDebug(GraphicsDevice);
MainCamera.Position = new Vector3(0, 0, 0);
DefaultSamplerState = new SamplerState
{
Filter = TextureFilter.Anisotropic,
MaxAnisotropy = 16,
AddressU = TextureAddressMode.Wrap,
AddressV = TextureAddressMode.Wrap
};
DefaultRasterizerState = new RasterizerState
{
CullMode = CullMode.CullClockwiseFace,
MultiSampleAntiAlias = true,
FillMode = FillMode.Solid
};
ground = Content.Load<Texture2D>("dirt");
effect = new BasicEffect(GraphicsDevice)
{
LightingEnabled = true,
VertexColorEnabled = false,
TextureEnabled = true,
Texture = ground,
PreferPerPixelLighting = true,
FogEnabled = false,
FogColor = Color.SkyBlue.ToVector3(),
FogStart = 350.0f,
FogEnd = 2000.0f,
EmissiveColor = Color.Black.ToVector3(),
SpecularColor = new Vector3(0.0f, 0.0f, 0.0f),
SpecularPower = 24,
AmbientLightColor = Color.Green.ToVector3()
};
effect.EnableDefaultLighting();
particleEffect = new BasicEffect(GraphicsDevice);
particleEffect.VertexColorEnabled = true;
particleEffect.TextureEnabled = false;
particleEffect.LightingEnabled = false;
particleEffect.Projection = MainCamera.Projection;
BasicEffect tankEffect = new BasicEffect(GraphicsDevice)
{
LightingEnabled = true,
VertexColorEnabled = false,
TextureEnabled = true,
PreferPerPixelLighting = true,
SpecularPower = 24,
SpecularColor = new Vector3(0.1f, 0.1f, 0.1f)
};
tankEffect.EnableDefaultLighting();
aiTank = new AiTank(Content);
aiTank.Position = new Vector3(60.0f, 0.0f, 60.0f);
tank = new Tank(Content)
{
RasterizerState = new RasterizerState(),
//.........这里部分代码省略.........