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C# Entity.AddTrait方法代码示例

本文整理汇总了C#中System.Entity.AddTrait方法的典型用法代码示例。如果您正苦于以下问题:C# Entity.AddTrait方法的具体用法?C# Entity.AddTrait怎么用?C# Entity.AddTrait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System.Entity的用法示例。


在下文中一共展示了Entity.AddTrait方法的5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: Start

        public override void Start()
        {
            _alternateCamera = this.SceneGraph.CreateSceneObject("Alternate Camera");

            CommonDemoResources.Create (Platform, Engine);

            _alternateCamera.AddTrait<CameraTrait>();

            _alternateCamera.Transform.Position = new Vector3(0.65f, 1f, -2.50f) * 3;
            _alternateCamera.Transform.LookAt(Vector3.Zero);

            _objects = RandomObjectHelper.Generate(this);

            var landmarkGo = this.CreateLandmark();
            _objects.Add(landmarkGo);

            _returnScene = this;

            this.Engine.InputEventSystem.Tap += this.OnTap;
        }
开发者ID:gitter-badger,项目名称:blimey,代码行数:20,代码来源:Scene_Shapes.cs

示例2: Start

        public override void Start()
        {
            this.Configuration.BackgroundColour = Rgba32.DarkSlateGrey;
            //var goBoardMesh = new CubePrimitive (this.Platform.Graphics).Mesh;

            MeshAsset mushMeshAsset0 = this.Engine.Assets.Load<MeshAsset> ("assets/big_mushroom.bba");
            vb0 = Platform.Graphics.CreateVertexBuffer (mushMeshAsset0.VertexDeclaration, mushMeshAsset0.VertexData.Length);
            ib0 = Platform.Graphics.CreateIndexBuffer (mushMeshAsset0.IndexData.Length);
            vb0.SetDataEx (mushMeshAsset0.VertexData);
            ib0.SetData (mushMeshAsset0.IndexData);
            var mushMesh0 = new Mesh (vb0, ib0);

            MeshAsset mushMeshAsset1 = this.Engine.Assets.Load<MeshAsset> ("assets/small_mushroom_1.bba");
            vb1 = Platform.Graphics.CreateVertexBuffer (mushMeshAsset1.VertexDeclaration, mushMeshAsset1.VertexData.Length);
            ib1 = Platform.Graphics.CreateIndexBuffer (mushMeshAsset1.IndexData.Length);
            vb1.SetDataEx (mushMeshAsset1.VertexData);
            ib1.SetData (mushMeshAsset1.IndexData);
            var mushMesh1 = new Mesh (vb1, ib1);

            MeshAsset mushMeshAsset2 = this.Engine.Assets.Load<MeshAsset> ("assets/small_mushroom_2.bba");
            vb2 = Platform.Graphics.CreateVertexBuffer (mushMeshAsset2.VertexDeclaration, mushMeshAsset2.VertexData.Length);
            ib2 = Platform.Graphics.CreateIndexBuffer (mushMeshAsset2.IndexData.Length);
            vb2.SetDataEx (mushMeshAsset2.VertexData);
            ib2.SetData (mushMeshAsset2.IndexData);
            var mushMesh2 = new Mesh (vb2, ib2);

            // set up the debug renderer
            ShaderAsset unlitShaderAsset = this.Engine.Assets.Load<ShaderAsset> ("assets/pixel_lit.bba");
            shader = this.Platform.Graphics.CreateShader (unlitShaderAsset);
            TextureAsset woodTexAsset = this.Engine.Assets.Load <TextureAsset> ("assets/toadstool_diffuse.bba");
            woodTex = this.Platform.Graphics.CreateTexture (woodTexAsset);

            mush0 = SceneGraph.CreateSceneObject ("mush0");
            mush0.Transform.LocalPosition = new Vector3 (0f, 0f, 0f);
            mush0.Transform.LocalScale = new Vector3 (1f, 1f, 1f);

            mush1 = SceneGraph.CreateSceneObject ("mush1");
            mush1.Transform.LocalPosition = new Vector3 (0.8f, 0f, 0.8f);
            mush1.Transform.LocalScale = new Vector3 (1f, 1f, 1f);

            mush2 = SceneGraph.CreateSceneObject ("mush2");
            mush2.Transform.LocalPosition = new Vector3 (0.5f, 0f, 0f);
            mush2.Transform.LocalScale = new Vector3 (1f, 1f, 1f);

            var mat = new Material ("Default", shader);
            mat.SetTexture ("TextureSampler", woodTex);

            MeshRendererTrait meshRendererTrait0 = mush0.AddTrait<MeshRendererTrait> ();
            meshRendererTrait0.Material = mat;
            meshRendererTrait0.Mesh = mushMesh0;
            meshRendererTrait0.CullMode = CullMode.None;

            MeshRendererTrait meshRendererTrait1 = mush1.AddTrait<MeshRendererTrait> ();
            meshRendererTrait1.Material = mat;
            meshRendererTrait1.Mesh = mushMesh1;
            meshRendererTrait1.CullMode = CullMode.None;

            MeshRendererTrait meshRendererTrait2 = mush2.AddTrait<MeshRendererTrait> ();
            meshRendererTrait2.Material = mat;
            meshRendererTrait2.Mesh = mushMesh2;
            meshRendererTrait2.CullMode = CullMode.None;

            returnScene = this;

            var t = SceneGraph.CreateSceneObject ("T");
            t.Transform.LocalPosition = new Vector3 (0, 1f, 0);
            Entity camSo = SceneGraph.CreateSceneObject ("Scene X Camera");
            camSo.AddTrait<CameraTrait>();
            var lookatTrait = camSo.AddTrait<LookAtSubjectTrait>();
            lookatTrait.Subject = t.Transform;
            var orbitTrait = camSo.AddTrait<OrbitAroundSubjectTrait>();
            orbitTrait.CameraSubject = Transform.Origin;

            camSo.Transform.LocalPosition = new Vector3(6f,3f,6f);

            this.RuntimeConfiguration.SetRenderPassCameraTo("Debug", camSo);
            this.RuntimeConfiguration.SetRenderPassCameraTo("Default", camSo);

            this.Engine.InputEventSystem.Tap += this.OnTap;
        }
开发者ID:gitter-badger,项目名称:blimey,代码行数:80,代码来源:Scene_Mushrooms.cs

示例3: Start

        public override void Start()
        {
            CommonDemoResources.Create (Platform, Engine);

            var lines = Engine.Assets.Load <TextAsset> ("assets/airports.bba")
                .Text
                .Split ('\n')
                .ToList ();

            foreach (var line in lines)
            {
                string[] items = line.Split(',');

                if (items.Length == 11)
                {
                    airports.Add(new Airport(items));
                }
            }

            airports.Shuffle ();

            airports = airports.GetRange (0, 250);

            Console.WriteLine("num airports: " + airports.Count);

            this.Configuration.BackgroundColour = Rgba32.Red;

            returnScene = this;

            float radius = 1.5f;
            // create a sprite
            var sphereMesh = new SpherePrimitive(this.Platform.Graphics);

            var mat = new Material("Default",CommonDemoResources.VertexLitShader);
            mat.SetColour("MaterialColour", Rgba32.LightGrey);
            earthGo = this.SceneGraph.CreateSceneObject("earth");

            Entity camSo = SceneGraph.CreateSceneObject ("Scene 5 Camera");
            camSo.AddTrait<CameraTrait>();
            var lookatTrait = camSo.AddTrait<LookAtSubjectTrait>();
            lookatTrait.Subject = Transform.Origin;
            var orbitTrait = camSo.AddTrait<OrbitAroundSubjectTrait>();
            orbitTrait.CameraSubject = Transform.Origin;

            camSo.Transform.LocalPosition = new Vector3(10f,4f,10f);

            this.RuntimeConfiguration.SetRenderPassCameraTo("Debug", camSo);
            this.RuntimeConfiguration.SetRenderPassCameraTo("Default", camSo);

            earthGo.Transform.LocalScale = new Vector3(2 * radius, 2 * radius, 2 * radius);

            var mr = earthGo.AddTrait<MeshRendererTrait>();
            mr.Mesh = sphereMesh.Mesh;
            mr.Material = mat;

            //var mat2 = new Material("Default", CommonDemoResources.UnlitShader);
            //mat2.SetColour("MaterialColour", Rgba32.Blue);

            foreach (var airport in airports)
            {
                var so = this.SceneGraph.CreateSceneObject(airport.Iata);

                so.Transform.Parent = earthGo.Transform;

                var sodr = so.AddTrait<DebugRendererTrait>();
                //sodr.RenderPass = "Default";
                sodr.Colour = Rgba32.Blue;
                //var somr = so.AddTrait<MeshRenderer>();
                //somr.Mesh = sphereMesh;
                //somr.Material = mat2;

                var lat = airport.Latitude;
                var lon = airport.Longitude;

                Vector3 pos = new Vector3(
                    radius * Maths.Cos(Maths.ToRadians(lat)),
                    radius * Maths.Sin(Maths.ToRadians(lat)),
                    0f);

                Single t = Maths.ToRadians (lon);

                Matrix44 rot; Matrix44.CreateRotationY(ref t, out rot);

                Vector3 r; Vector3.Transform(ref pos, ref rot, out r);
                so.Transform.Position = r;
                so.Transform.LocalScale = new Vector3(0.015f, 0.015f, 0.015f);

            }

            this.Engine.InputEventSystem.Tap += this.OnTap;
        }
开发者ID:gitter-badger,项目名称:blimey,代码行数:91,代码来源:Scene_Airports.cs

示例4: Start

        public override void Start()
        {
            this.Configuration.BackgroundColour = Rgba32.LightSlateGrey;

            CommonDemoResources.Create (Platform, Engine);

            returnScene = this;

            // create a sprite
            var billboard = new BillboardPrimitive(this.Platform.Graphics);

            billboardGo = this.SceneGraph.CreateSceneObject("billboard");

            var mr = billboardGo.AddTrait<MeshRendererTrait>();
            mr.Mesh = billboard.Mesh;
            mr.Material = new Material("Default", CommonDemoResources.UnlitShader);
            mr.Material.SetColour("MaterialColour", RandomGenerator.Default.GetRandomColour());

            target = billboardGo.Transform;

            markerGo = this.SceneGraph.CreateSceneObject ("marker");

            markerGo.Transform.LocalScale = new Vector3 (0.05f, 0.05f, 0.05f);

            var markerMR = markerGo.AddTrait<MeshRendererTrait> ();
            markerMR.Mesh = new CubePrimitive(this.Platform.Graphics).Mesh;
            markerMR.Material = new Material("Default", CommonDemoResources.UnlitShader);
            markerMR.Material.SetColour("MaterialColour", Rgba32.Red);

            cam = this.CameraManager.GetRenderPassCamera ("Default");

            this.SceneGraph.DestroySceneObject(this.CameraManager.GetRenderPassCamera ("Debug"));
            this.SceneGraph.DestroySceneObject(this.CameraManager.GetRenderPassCamera ("Gui"));

            this.RuntimeConfiguration.SetRenderPassCameraTo ("Debug", cam);
            cam.Transform.Position = new Vector3(2, 1, 5);
            cam.RemoveTrait<OrbitAroundSubjectTrait> ();

            las = cam.GetTrait<LookAtSubjectTrait> ();
            las.Subject = billboardGo.Transform;

            this.Engine.InputEventSystem.Tap += this.OnTap;
        }
开发者ID:dreamsxin,项目名称:engine-1,代码行数:43,代码来源:Scene_Shapes2.cs

示例5: Start

        public override void Start()
        {
            this.Configuration.BackgroundColour = Rgba32.DarkSlateGrey;

            MeshAsset meshAsset = this.Engine.Assets.Load<MeshAsset> ("assets/darius.bba");
            vb = Platform.Graphics.CreateVertexBuffer (meshAsset.VertexDeclaration, meshAsset.VertexData.Length);
            ib = Platform.Graphics.CreateIndexBuffer (meshAsset.IndexData.Length);
            vb.SetDataEx (meshAsset.VertexData);
            ib.SetData (meshAsset.IndexData);
            var mushMesh0 = new Mesh (vb, ib);

            // set up the debug renderer
            ShaderAsset unlitShaderAsset = this.Engine.Assets.Load<ShaderAsset> ("assets/vertex_lit.bba");
            shader = this.Platform.Graphics.CreateShader (unlitShaderAsset);
            TextureAsset texAsset = this.Engine.Assets.Load <TextureAsset> ("assets/darius_tex.bba");
            tex = this.Platform.Graphics.CreateTexture (texAsset);

            entity = SceneGraph.CreateSceneObject ("entity");
            entity.Transform.LocalPosition = new Vector3 (0f, 0f, 0f);
            entity.Transform.LocalScale = new Vector3 (0.1f, 0.1f, 0.1f);

            var mat = new Material ("Default", shader);
            mat.SetTexture ("TextureSampler", tex);

            MeshRendererTrait meshRendererTrait0 = entity.AddTrait<MeshRendererTrait> ();
            meshRendererTrait0.Material = mat;
            meshRendererTrait0.Mesh = mushMesh0;
            meshRendererTrait0.CullMode = CullMode.None;

            returnScene = this;

            var t = SceneGraph.CreateSceneObject ("T");
            t.Transform.LocalPosition = new Vector3 (0, 2.3f, 0);
            Entity camSo = SceneGraph.CreateSceneObject ("Scene X Camera");
            camSo.AddTrait<CameraTrait> ();
            var lookatTrait = camSo.AddTrait<LookAtSubjectTrait> ();
            lookatTrait.Subject = t.Transform;
            var orbitTrait = camSo.AddTrait<OrbitAroundSubjectTrait> ();
            orbitTrait.CameraSubject = Transform.Origin;

            camSo.Transform.LocalPosition = new Vector3 (-7f,3f,1f);

            this.RuntimeConfiguration.SetRenderPassCameraTo("Debug", camSo);
            this.RuntimeConfiguration.SetRenderPassCameraTo("Default", camSo);

            this.Engine.InputEventSystem.Tap += this.OnTap;
        }
开发者ID:dreamsxin,项目名称:engine-1,代码行数:47,代码来源:Scene_Darius.cs


注:本文中的System.Entity.AddTrait方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。