C# Class FSO.Client.Rendering.City.Terrain

Inheritance: FSO.Common.Rendering.Framework._3DAbstract
Show file Open project: RHY3756547/FreeSO Class Usage Examples

Public Properties

Property Type Description
Atlas Microsoft.Xna.Framework.Graphics.Texture2D
MASK_COLORS uint[]
RegenData bool
Shader2D Microsoft.Xna.Framework.Graphics.Effect
ShadowRes int
ShadowsEnabled bool
m_GraphicsDevice GraphicsDevice
m_Roads Microsoft.Xna.Framework.Graphics.Texture2D[]
m_ZoomProgress float
m_Zoomed bool

Public Methods

Method Description
Add ( _3DComponent item ) : void
ClearOldData ( ) : void
CreateRoadAtlas ( Microsoft.Xna.Framework.Graphics.Texture2D input, SpriteBatch spriteBatch ) : Microsoft.Xna.Framework.Graphics.Texture2D
CreateTextureAtlas ( SpriteBatch spriteBatch ) : void

Creates a texture atlas with which to texture the terrain.

CreateTransparencyAtlas ( SpriteBatch spriteBatch ) : void

Creates a transparency atlas with which to texture the terrain.

DeviceReset ( GraphicsDevice Device ) : void
Draw ( GraphicsDevice gfx ) : void
Draw2DPoly ( ) : void
DrawTooltip ( SpriteBatch batch, string tooltip, Vector2 position, float opacity ) : void

Draws a tooltip at the specified coordinates.

GenerateAssets ( ) : void
GenerateCityMesh ( GraphicsDevice GfxDevice ) : void
GetElements ( ) : List<_3DComponent>
Initialize ( String CityName, CityDataRetriever cityData ) : void
LoadContent ( GraphicsDevice GfxDevice ) : void
SetTimeOfDay ( double time ) : void
Terrain ( GraphicsDevice Device ) : System
UIMouseEvent ( String type ) : void
UnloadEverything ( ) : void
Update ( UpdateState state ) : void
populateCityLookup ( LotTileEntry TileData ) : void
transformSpr ( float iScale, Vector3 pos ) : Vector2

Private Methods

Method Description
BuyPropertyAlert_OnButtonClick ( UIElement Button ) : void

Player selected "yes" to buy a new lot.

CalculateR ( Vector2 m ) : Vector2
Controller_OnLotCost ( LotTileEntry Entry ) : void
Controller_OnLotPurchaseFailed ( Network e ) : void
Controller_OnLotPurchaseSuccessful ( int Money ) : void
Controller_OnLotUnbuildable ( ) : void
ConvertToBinaryArray ( Color ColorArray ) : byte[]
DrawDepth ( Effect VertexShader, Effect PixelShader ) : Microsoft.Xna.Framework.Graphics.Texture2D
DrawHouses ( float HB ) : void
DrawLine ( Microsoft.Xna.Framework.Graphics.Texture2D Fill, Vector2 Start, Vector2 End, SpriteBatch spriteBatch, int lineWidth, float opacity ) : void
DrawSpotlights ( float HB ) : void
DrawSprites ( float HB, float VB ) : void
DrawTileBorders ( float iScale, SpriteBatch spriteBatch ) : void
FixedTimeUpdate ( ) : void
GetBlend ( Color TerrainTypeData, int i, int j ) : Blend
GetHoverSquare ( ) : int[]
IsInsidePoly ( double Poly, double Pos ) : bool
LoadTex ( Stream stream ) : Microsoft.Xna.Framework.Graphics.Texture2D
LoadTex ( string Path ) : Microsoft.Xna.Framework.Graphics.Texture2D
PathTile ( int x, int y, float iScale, float opacity ) : void
ToBinaryString ( int Array ) : string
ZeroPad ( string Str, int NumZeroes ) : string
drawBorderSide ( Vector2 xy, Vector2 xy2, Vector2 xy3, Vector2 xy4, SpriteBatch spriteBatch, float opacity ) : void
drawPartLine ( Vector2 xy, Vector2 xy2, SpriteBatch spriteBatch, float opacity ) : void
drawTileCorner ( Vector2 xy, Vector2 xy2, Vector2 xy3, SpriteBatch spriteBatch, float opacity ) : void
isLandBuildable ( int x, int y ) : bool
m_PacketTimer_Elapsed ( object sender, System.Timers.ElapsedEventArgs e ) : void
populateCityLookup ( ) : void

Method Details

Add() public method

public Add ( _3DComponent item ) : void
item FSO.Common.Rendering.Framework._3DComponent
return void

ClearOldData() public method

public ClearOldData ( ) : void
return void

CreateRoadAtlas() public method

public CreateRoadAtlas ( Microsoft.Xna.Framework.Graphics.Texture2D input, SpriteBatch spriteBatch ) : Microsoft.Xna.Framework.Graphics.Texture2D
input Microsoft.Xna.Framework.Graphics.Texture2D
spriteBatch Microsoft.Xna.Framework.Graphics.SpriteBatch
return Microsoft.Xna.Framework.Graphics.Texture2D

CreateTextureAtlas() public method

Creates a texture atlas with which to texture the terrain.
public CreateTextureAtlas ( SpriteBatch spriteBatch ) : void
spriteBatch Microsoft.Xna.Framework.Graphics.SpriteBatch A spritebatch to draw with.
return void

CreateTransparencyAtlas() public method

Creates a transparency atlas with which to texture the terrain.
public CreateTransparencyAtlas ( SpriteBatch spriteBatch ) : void
spriteBatch Microsoft.Xna.Framework.Graphics.SpriteBatch A spritebatch to draw with.
return void

DeviceReset() public method

public DeviceReset ( GraphicsDevice Device ) : void
Device GraphicsDevice
return void

Draw() public method

public Draw ( GraphicsDevice gfx ) : void
gfx GraphicsDevice
return void

Draw2DPoly() public method

public Draw2DPoly ( ) : void
return void

DrawTooltip() public method

Draws a tooltip at the specified coordinates.
public DrawTooltip ( SpriteBatch batch, string tooltip, Vector2 position, float opacity ) : void
batch Microsoft.Xna.Framework.Graphics.SpriteBatch A SpriteBatch instance.
tooltip string String to be drawn.
position Vector2 Position of tooltip.
opacity float Tooltip's opacity.
return void

GenerateAssets() public method

public GenerateAssets ( ) : void
return void

GenerateCityMesh() public method

public GenerateCityMesh ( GraphicsDevice GfxDevice ) : void
GfxDevice GraphicsDevice
return void

GetElements() public method

public GetElements ( ) : List<_3DComponent>
return List<_3DComponent>

Initialize() public method

public Initialize ( String CityName, CityDataRetriever cityData ) : void
CityName String
cityData CityDataRetriever
return void

LoadContent() public method

public LoadContent ( GraphicsDevice GfxDevice ) : void
GfxDevice GraphicsDevice
return void

SetTimeOfDay() public method

public SetTimeOfDay ( double time ) : void
time double
return void

Terrain() public method

public Terrain ( GraphicsDevice Device ) : System
Device GraphicsDevice
return System

UIMouseEvent() public method

public UIMouseEvent ( String type ) : void
type String
return void

UnloadEverything() public method

public UnloadEverything ( ) : void
return void

Update() public method

public Update ( UpdateState state ) : void
state FSO.Common.Rendering.Framework.Model.UpdateState
return void

populateCityLookup() public method

public populateCityLookup ( LotTileEntry TileData ) : void
TileData LotTileEntry
return void

transformSpr() public method

public transformSpr ( float iScale, Vector3 pos ) : Vector2
iScale float
pos Vector3
return Vector2

Property Details

Atlas public property

public Texture2D,Microsoft.Xna.Framework.Graphics Atlas
return Microsoft.Xna.Framework.Graphics.Texture2D

MASK_COLORS public static property

public static uint[] MASK_COLORS
return uint[]

RegenData public property

public bool RegenData
return bool

Shader2D public property

public Effect,Microsoft.Xna.Framework.Graphics Shader2D
return Microsoft.Xna.Framework.Graphics.Effect

ShadowRes public property

public int ShadowRes
return int

ShadowsEnabled public property

public bool ShadowsEnabled
return bool

m_GraphicsDevice public property

public GraphicsDevice m_GraphicsDevice
return GraphicsDevice

m_Roads public property

public Texture2D[],Microsoft.Xna.Framework.Graphics m_Roads
return Microsoft.Xna.Framework.Graphics.Texture2D[]

m_ZoomProgress public property

public float m_ZoomProgress
return float

m_Zoomed public property

public bool m_Zoomed
return bool