本文整理汇总了C#中Content.AddGameState方法的典型用法代码示例。如果您正苦于以下问题:C# Content.AddGameState方法的具体用法?C# Content.AddGameState怎么用?C# Content.AddGameState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Content
的用法示例。
在下文中一共展示了Content.AddGameState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: MazeTest
/// <summary>
/// Initializes a new instance of the <see cref="FreezingArcher.Game.MazeTest"/> class.
/// </summary>
/// <param name="messageProvider">The message provider for this instance.</param>
/// <param name="objmnr">The object manager for this instance.</param>
/// <param name="rendererContext">The renderer context for the maze scenes.</param>
/// <param name="game">The game the maze should be generated in.</param>
public MazeTest (MessageProvider messageProvider, ObjectManager objmnr, RendererContext rendererContext,
Content.Game game, Application app, CompositorNodeScene sceneNode,
CompositorImageOverlayNode healthOverlayNode, CompositorColorCorrectionNode colorCorrectionNode,
CompositorNodeOutput outputNode, CompositorWarpingNode warpingNode)
{
ValidMessages = new[] {
(int) MessageId.Input,
(int) MessageId.Update,
(int) MessageId.HealthChanged,
(int) MessageId.CollisionDetected,
(int) MessageId.StaminaChanged,
(int) MessageId.ItemUse,
(int) MessageId.FlashlightToggled
};
messageProvider += this;
mazeGenerator = new MazeGenerator (objmnr);
MazeSceneNode = sceneNode;
HealthOverlayNode = healthOverlayNode;
ColorCorrectionNode = colorCorrectionNode;
OutputNode = outputNode;
WarpingNode = warpingNode;
this.game = game;
application = app;
FPS_Text = new Gwen.ControlInternal.Text (app.RendererContext.Canvas);
FPS_Text.String = "0 FPS";
FPS_Text.Font = new Gwen.Font (app.RendererContext.GwenRenderer);
FPS_Text.SetPosition (5, 5);
FPS_Text.Font.Size = 15;
FPS_Text.Hide ();
HealthOverlayNode.OverlayTexture = rendererContext.CreateTexture2D ("bloodsplatter", true, "Content/bloodsplatter.png");
HealthOverlayNode.Factor = 0;
HealthOverlayNode.Blending = OverlayBlendMode.Multiply;
warpingNode.WarpTexture = rendererContext.CreateTexture2D ("warp", true, "Content/warp.jpg");
game.SceneNode = MazeSceneNode;
game.AddGameState ("maze_overworld", Content.Environment.Default, null);
var state = game.GetGameState ("maze_overworld");
state.Scene = new CoreScene (rendererContext, messageProvider);
state.Scene.SceneName = "MazeOverworld";
state.Scene.Active = false;
state.Scene.BackgroundColor = Color4.Fuchsia;
state.Scene.DistanceFogIntensity = 0.07f;
state.Scene.AmbientColor = Color4.White;
state.Scene.AmbientIntensity = 0.3f;
state.Scene.MaxRenderingDistance = 1000.0f;
state.AudioContext = new AudioContext (state.MessageProxy);
state.MessageProxy.StartProcessing ();
loadingScreen = new LoadingScreen (application, messageProvider, "Content/loading.png",
"MazeLoadingScreen",
new[] { new Tuple<string, GameStateTransition> ("main_menu", GameStateTransition.DefaultTransition) },
new[] { new Tuple<string, GameStateTransition> (state.Name, new GameStateTransition (0)) });
endScreen = new EndScreen (application, rendererContext, new Tuple<string, GameStateTransition>[] {
new Tuple<string, GameStateTransition> ("maze_overworld", GameStateTransition.DefaultTransition),
new Tuple<string, GameStateTransition> ("maze_underworld", GameStateTransition.DefaultTransition)
});
game.SwitchToGameState ("MazeLoadingScreen");
Player = EntityFactory.Instance.CreateWith ("player", state.MessageProxy, new[] {
typeof(HealthComponent),
typeof(StaminaComponent)
}, new[] {
typeof(MovementSystem),
typeof(KeyboardControllerSystem),
typeof(MouseControllerSystem),
typeof(SkyboxSystem),
typeof(PhysicsSystem)
});
inventoryGui = new InventoryGUI (app, state, Player, messageProvider, warpingNode);
var inventory = new Inventory (messageProvider, state, Player, new Vector2i (5, 7), 9);
inventoryGui.Init (rendererContext.Canvas, inventory);
PauseMenu = new PauseMenu (application, ColorCorrectionNode, rendererContext.Canvas,
() => maze [currentMaze].AIManager.StartThinking (), () => maze [currentMaze].AIManager.StopThinking ());
AddAudio (state);
// embed new maze into game state logic and create a MoveEntityToScene
SkyboxSystem.CreateSkybox (state.Scene, Player);
Player.GetComponent<TransformComponent> ().Position = new Vector3 (0, 1.85f, 0);
var maze_cam_entity = EntityFactory.Instance.CreateWith ("maze_cam_transform", state.MessageProxy, new[] { typeof(TransformComponent) });
var maze_cam_transform = maze_cam_entity.GetComponent<TransformComponent> ();
var maze_cam = new BaseCamera (maze_cam_entity, state.MessageProxy, orthographic: true);
//.........这里部分代码省略.........