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C# LightSetting类代码示例

原作者: [db:作者] 来自: [db:来源] 收藏 邀请

本文整理汇总了C#中LightSetting的典型用法代码示例。如果您正苦于以下问题:C# LightSetting类的具体用法?C# LightSetting怎么用?C# LightSetting使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。



LightSetting类属于命名空间,在下文中一共展示了LightSetting类的10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,您的评价将有助于我们的系统推荐出更棒的C#代码示例。

示例1: MapInfo

        public MapInfo(BinaryReader reader)
        {
            Index = reader.ReadInt32();
            FileName = reader.ReadString();
            Title = reader.ReadString();
            MiniMap = reader.ReadUInt16();
            Light = (LightSetting) reader.ReadByte();
            if (Envir.LoadVersion >= 3) BigMap = reader.ReadUInt16();
            if (Envir.LoadVersion >= 10) reader.ReadByte();

            int count = reader.ReadInt32();
            for (int i = 0; i < count; i++)
                SafeZones.Add(new SafeZoneInfo(reader) { Info = this });

            count = reader.ReadInt32();
            for (int i = 0; i < count; i++)
                Respawns.Add(new RespawnInfo(reader));

            count = reader.ReadInt32();
            for (int i = 0; i < count; i++)
                NPCs.Add(new NPCInfo(reader));

            count = reader.ReadInt32();
            for (int i = 0; i < count; i++)
                Movements.Add(new MovementInfo(reader));
        }
开发者ID:xiaofengzhiyu,项目名称:CSharpMir,代码行数:26,代码来源:MapInfo.cs


示例2: MapInfo

        public MapInfo(BinaryReader reader)
        {
            Index = reader.ReadInt32();
            FileName = reader.ReadString();
            Title = reader.ReadString();
            MiniMap = reader.ReadUInt16();
            Light = (LightSetting) reader.ReadByte();

            if (Envir.LoadVersion >= 3) BigMap = reader.ReadUInt16();

            int count = reader.ReadInt32();
            for (int i = 0; i < count; i++)
                SafeZones.Add(new SafeZoneInfo(reader) { Info = this });

            count = reader.ReadInt32();
            for (int i = 0; i < count; i++)
                Respawns.Add(new RespawnInfo(reader));

            count = reader.ReadInt32();
            for (int i = 0; i < count; i++)
                NPCs.Add(new NPCInfo(reader));

            count = reader.ReadInt32();
            for (int i = 0; i < count; i++)
                Movements.Add(new MovementInfo(reader));

            if (Envir.LoadVersion < 14) return;

            NoTeleport = reader.ReadBoolean();
            NoReconnect = reader.ReadBoolean();
            NoReconnectMap = reader.ReadString();
            NoRandom = reader.ReadBoolean();
            NoEscape = reader.ReadBoolean();
            NoRecall = reader.ReadBoolean();
            NoDrug = reader.ReadBoolean();
            NoPosition = reader.ReadBoolean();
            NoThrowItem = reader.ReadBoolean();
            NoDropPlayer = reader.ReadBoolean();
            NoDropMonster = reader.ReadBoolean();
            NoNames = reader.ReadBoolean();
            Fight = reader.ReadBoolean();
            if (Envir.LoadVersion == 14) NeedHole = reader.ReadBoolean();
            Fire = reader.ReadBoolean();
            FireDamage = reader.ReadInt32();
            Lightning = reader.ReadBoolean();
            LightningDamage = reader.ReadInt32();
            if (Envir.LoadVersion < 23) return;
            MapDarkLight = reader.ReadByte();
            if (Envir.LoadVersion < 26) return;
            count = reader.ReadInt32();
            for (int i = 0; i < count; i++)
                MineZones.Add(new MineZone(reader));
            if (Envir.LoadVersion < 27) return;
            MineIndex = reader.ReadByte();
        }
开发者ID:ufaith,项目名称:cmirosg,代码行数:55,代码来源:MapInfo.cs


示例3: DrawLights

        private void DrawLights(LightSetting setting)
        {
            if (DXManager.Lights == null || DXManager.Lights.Count == 0) return;

            if (_lightTexture == null || _lightTexture.Disposed)
            {
                _lightTexture = new Texture(DXManager.Device, Settings.ScreenWidth, Settings.ScreenHeight, 1, Usage.RenderTarget, Format.A8R8G8B8, Pool.Default);
                _lightTexture.Disposing += FloorTexture_Disposing;
                _lightSurface = _lightTexture.GetSurfaceLevel(0);
            }

            Surface oldSurface = DXManager.CurrentSurface;
            DXManager.SetSurface(_lightSurface);
            Color Darkness = Color.Black;
            switch (MapDarkLight)//todo fill these with more usefull values :p
            {
                case 1:
                    Darkness = Color.FromArgb(255, 20, 20, 20);
                    break;
                case 2:
                    Darkness = Color.LightSlateGray;
                    break;
                case 3:
                    Darkness = Color.SkyBlue;
                    break;
                case 4:
                    Darkness = Color.Goldenrod;
                    break;
                default:
                    Darkness = Color.Black;
                    break;
            }

            DXManager.Device.Clear(ClearFlags.Target, setting == LightSetting.Night ? Darkness : Color.FromArgb(255, 50, 50, 50), 0, 0);

            int light;
            Point p;
            DXManager.SetBlend(true);
            DXManager.Device.RenderState.SourceBlend = Blend.SourceAlpha;

            for (int i = 0; i < Objects.Count; i++)
            {
                MapObject ob = Objects[i];
                if (ob.Light > 0 && (!ob.Dead || ob == MapObject.User || ob.Race == ObjectType.Spell))
                {

                    light = ob.Light;
                    int LightRange = light % 15;
                    if (LightRange >= DXManager.Lights.Count)
                        LightRange = DXManager.Lights.Count - 1;

                    p = ob.DrawLocation;

                    Color lightIntensity;

                    switch (light / 15)
                    {
                        case 0://no light source
                            lightIntensity = Color.FromArgb(255, 60, 60, 60);
                            break;
                        case 1:
                            lightIntensity = Color.FromArgb(255, 120, 120, 120);
                            break;
                        case 2://Candle
                            lightIntensity = Color.FromArgb(255, 180, 180, 180);
                            break;
                        case 3://Torch
                            lightIntensity = Color.FromArgb(255, 240, 240, 240);
                            break;
                        default://Peddler Torch
                            lightIntensity = Color.FromArgb(255, 255, 255, 255);
                            break;
                    }

                    //NPCs use wider light width, but low source
                    if (ob.Race == ObjectType.Merchant)
                        lightIntensity = Color.FromArgb(255, 120, 120, 120);

                    if (DXManager.Lights[LightRange] != null && !DXManager.Lights[LightRange].Disposed)
                    {
                        p.Offset(-(DXManager.LightSizes[LightRange].X / 2) - (CellWidth / 2) + 10, -(DXManager.LightSizes[LightRange].Y / 2) - (CellHeight / 2) - 5);
                        DXManager.Sprite.Draw2D(DXManager.Lights[LightRange], PointF.Empty, 0, p, lightIntensity); // ob is MonsterObject && ob.AI != 6 ? Color.PaleVioletRed : 
                    }

                }

                if (!Settings.Effect) continue;
                for (int e = 0; e < ob.Effects.Count; e++)
                {
                    Effect effect = ob.Effects[e];
                    if (!effect.Blend || CMain.Time < effect.Start || (!(effect is Missile) && effect.Light < ob.Light)) continue;

                    light = effect.Light;

                    p = effect.DrawLocation;

                    if (DXManager.Lights[light] != null && !DXManager.Lights[light].Disposed)
                    {
                        p.Offset(-(DXManager.LightSizes[light].X / 2) - (CellWidth / 2) + 10, -(DXManager.LightSizes[light].Y / 2) - (CellHeight / 2) - 5);
                        DXManager.Sprite.Draw2D(DXManager.Lights[light], PointF.Empty, 0, p, effect.LightColour);
//.........这里部分代码省略.........
开发者ID:ElijahLOMCN,项目名称:mir2,代码行数:101,代码来源:GameScene.cs


示例4: TimeOfDay

 private void TimeOfDay(S.TimeOfDay p)
 {
     Lights = p.Lights;
     switch (Lights)
     {
         case LightSetting.Day:
         case LightSetting.Normal:
             MiniMapDialog.LightSetting.Index = 2093;
             break;
         case LightSetting.Dawn:
             MiniMapDialog.LightSetting.Index = 2095;
             break;
         case LightSetting.Evening:
             MiniMapDialog.LightSetting.Index = 2094;
             break;
         case LightSetting.Night:
             MiniMapDialog.LightSetting.Index = 2092;
             break;
     }
 }
开发者ID:ElijahLOMCN,项目名称:mir2,代码行数:20,代码来源:GameScene.cs


示例5: AdjustLights

        private void AdjustLights()
        {
            LightSetting oldLights = Lights;

            int hours = (Now.Hour * 2) % 24;
            if (hours == 6 || hours == 7)
                Lights = LightSetting.Dawn;
            else if (hours >= 8 && hours <= 15)
                Lights = LightSetting.Day;
            else if (hours == 16 || hours == 17)
                Lights = LightSetting.Evening;
            else
                Lights = LightSetting.Night;

            if (oldLights == Lights) return;

            Broadcast(new S.TimeOfDay { Lights = Lights });
        }
开发者ID:nerestaren,项目名称:mir2,代码行数:18,代码来源:Envir.cs


示例6: ReadPacket

 protected override void ReadPacket(BinaryReader reader)
 {
     FileName = reader.ReadString();
     Title = reader.ReadString();
     MiniMap = reader.ReadUInt16();
     BigMap = reader.ReadUInt16();
     Lights = (LightSetting)reader.ReadByte();
     byte bools = reader.ReadByte();
     if ((bools & 0x01) == 0x01) Lightning = true;
     if ((bools & 0x02) == 0x02) Fire = true;
     MapDarkLight = reader.ReadByte();
     Music = reader.ReadUInt16();
 }
开发者ID:beyourself,项目名称:gameshop,代码行数:13,代码来源:ServerPackets.cs


示例7: DrawLights

        private void DrawLights(LightSetting setting)
        {
            if (DXManager.Lights == null || DXManager.Lights.Count == 0) return;

            if (_lightTexture == null || _lightTexture.Disposed)
            {
                _lightTexture = new Texture(DXManager.Device, Settings.ScreenWidth, Settings.ScreenHeight, 1, Usage.RenderTarget, Format.A8R8G8B8, Pool.Default);
                _lightTexture.Disposing += FloorTexture_Disposing;
                _lightSurface = _lightTexture.GetSurfaceLevel(0);
            }

            Surface oldSurface = DXManager.CurrentSurface;
            DXManager.SetSurface(_lightSurface);

            DXManager.Device.Clear(ClearFlags.Target, setting == LightSetting.Night ? Color.Black : Color.FromArgb(255, 50, 50, 50), 0, 0);

            int light;
            Point p;
            DXManager.SetBlend(true);
            DXManager.Device.RenderState.SourceBlend = Blend.SourceAlpha;

            for (int i = 0; i < Objects.Count; i++)
            {
                MapObject ob = Objects[i];
                if (ob.Light > 0 && (!ob.Dead || ob == MapObject.User || ob.Race == ObjectType.Spell))
                {

                    light = ob.Light;

                    if (light >= DXManager.Lights.Count)
                        light = DXManager.Lights.Count - 1;

                    p = ob.DrawLocation;
                    p.Offset(((light + 1)*-65 + CellWidth)/2, ((light + 1)*-50 + CellHeight)/2);

                    if (DXManager.Lights[light] != null && !DXManager.Lights[light].Disposed)
                        DXManager.Sprite.Draw2D(DXManager.Lights[light], PointF.Empty, 0, p, ob is MonsterObject && ob.AI != 6 ? Color.PaleVioletRed : Color.White);
                }

                if (!Settings.Effect) continue;
                for (int e = 0; e < ob.Effects.Count; e++)
                {
                    Effect effect = ob.Effects[e];
                    if (!effect.Blend || CMain.Time < effect.Start || (!(effect is Missile) && effect.Light < ob.Light)) continue;

                    light = effect.Light;

                    p = effect.DrawLocation;
                    p.Offset(((light + 1)*-65 + CellWidth)/2, ((light + 1)*-50 + CellHeight)/2);

                    if (DXManager.Lights[light] != null && !DXManager.Lights[light].Disposed)
                        DXManager.Sprite.Draw2D(DXManager.Lights[light], PointF.Empty, 0, p, Color.White);

                }
            }

            if (Settings.Effect)
                for (int e = 0; e < Effects.Count; e++)
                {
                    Effect effect = Effects[e];
                    if (!effect.Blend || CMain.Time < effect.Start) continue;

                    light = effect.Light;

                    p = effect.DrawLocation;
                    p.Offset(((light + 1)*-65 + CellWidth)/2, ((light + 1)*-50 + CellHeight)/2);

                    if (DXManager.Lights[light] != null && !DXManager.Lights[light].Disposed)
                        DXManager.Sprite.Draw2D(DXManager.Lights[light], PointF.Empty, 0, p, Color.White);
                }

            for (int y = MapObject.User.Movement.Y - ViewRangeY - 10; y <= MapObject.User.Movement.Y + ViewRangeY + 10; y++)
            {
                if (y < 0) continue;
                if (y >= Height) break;
                for (int x = MapObject.User.Movement.X - ViewRangeX - 10; x < MapObject.User.Movement.X + ViewRangeX + 10; x++)
                {
                    if (x < 0) continue;
                    if (x >= Width) break;
                    int imageIndex = (M2CellInfo[x, y].FrontImage & 0x7FFF) - 1;
                    if (M2CellInfo[x, y].Light <= 0 || M2CellInfo[x, y].Light >= 10) continue;
                    light = M2CellInfo[x, y].Light*3;
                    int fileIndex = M2CellInfo[x, y].FileIndex;

                    p = new Point(
                        (x + OffSetX - MapObject.User.Movement.X) * CellWidth + MapObject.User.OffSetMove.X,
                        (y + OffSetY - MapObject.User.Movement.Y) * CellHeight + MapObject.User.OffSetMove.Y + 32);
                    p.Offset(((light + 1)*-65 + CellWidth)/2, ((light + 1)*-50 + CellHeight)/2);

                    if (M2CellInfo[x, y].AnimationFrame > 0)
                        p.Offset(Libraries.Objects[fileIndex].GetOffSet(imageIndex));

                    if (light > DXManager.Lights.Count)
                        light = DXManager.Lights.Count - 1;

                    if (DXManager.Lights[light] != null && !DXManager.Lights[light].Disposed)
                        DXManager.Sprite.Draw2D(DXManager.Lights[light], PointF.Empty, 0, p, Color.White);
                }
            }
            DXManager.SetBlend(false);
//.........这里部分代码省略.........
开发者ID:WillMcKill,项目名称:MirRage,代码行数:101,代码来源:GameScene.cs


示例8: ReadPacket

 protected override void ReadPacket(BinaryReader reader)
 {
     FileName = reader.ReadString();
     Title = reader.ReadString();
     MiniMap = reader.ReadUInt16();
     BigMap = reader.ReadUInt16();
     Lights = (LightSetting) reader.ReadByte();
 }
开发者ID:xiaofengzhiyu,项目名称:CSharpMir,代码行数:8,代码来源:ServerPackets.cs


示例9: DrawLights

        private void DrawLights(LightSetting setting)
        {
            if (DXManager.Lights == null || DXManager.Lights.Count == 0) return;

            if (_lightTexture == null || _lightTexture.Disposed)
            {
                _lightTexture = new Texture(DXManager.Device, Settings.ScreenWidth, Settings.ScreenHeight, 1, Usage.RenderTarget, Format.A8R8G8B8, Pool.Default);
                _lightTexture.Disposing += FloorTexture_Disposing;
                _lightSurface = _lightTexture.GetSurfaceLevel(0);
            }

            Surface oldSurface = DXManager.CurrentSurface;
            DXManager.SetSurface(_lightSurface);

            #region Night Lights
            Color Darkness = Color.Black;
            switch (MapDarkLight)
            {
                case 1:
                    Darkness = Color.FromArgb(255, 20, 20, 20);
                    break;
                case 2:
                    Darkness = Color.LightSlateGray;
                    break;
                case 3:
                    Darkness = Color.SkyBlue;
                    break;
                case 4:
                    Darkness = Color.Goldenrod;
                    break;
                default:
                    Darkness = Color.Black;
                    break;
            }

            DXManager.Device.Clear(ClearFlags.Target, setting == LightSetting.Night ? Darkness : Color.FromArgb(255, 50, 50, 50), 0, 0);

            #endregion

            int light;
            Point p;
            DXManager.SetBlend(true);
            DXManager.Device.RenderState.SourceBlend = Blend.SourceAlpha;

            #region Object Lights (Player/Mob/NPC)
            for (int i = 0; i < Objects.Count; i++)
            {
                MapObject ob = Objects[i];
                if (ob.Light > 0 && (!ob.Dead || ob == MapObject.User || ob.Race == ObjectType.Spell))
                {

                    light = ob.Light;
                    int LightRange = light % 15;
                    if (LightRange >= DXManager.Lights.Count)
                        LightRange = DXManager.Lights.Count - 1;

                    p = ob.DrawLocation;

                    Color lightColour = ob.LightColour;

                    if (ob.Race == ObjectType.Player)
                    {
                        switch (light / 15)
                        {
                            case 0://no light source
                                lightColour = Color.FromArgb(255, 60, 60, 60);
                                break;
                            case 1:
                                lightColour = Color.FromArgb(255, 120, 120, 120);
                                break;
                            case 2://Candle
                                lightColour = Color.FromArgb(255, 180, 180, 180);
                                break;
                            case 3://Torch
                                lightColour = Color.FromArgb(255, 240, 240, 240);
                                break;
                            default://Peddler Torch
                                lightColour = Color.FromArgb(255, 255, 255, 255);
                                break;
                        }
                    }
                    else if (ob.Race == ObjectType.Merchant)
                    {
                        lightColour = Color.FromArgb(255, 120, 120, 120);
                    }

                    if (DXManager.Lights[LightRange] != null && !DXManager.Lights[LightRange].Disposed)
                    {
                        p.Offset(-(DXManager.LightSizes[LightRange].X / 2) - (CellWidth / 2), -(DXManager.LightSizes[LightRange].Y / 2) - (CellHeight / 2) -5);
                        DXManager.Sprite.Draw2D(DXManager.Lights[LightRange], PointF.Empty, 0, p, lightColour);
                    }

                }
                #region Object Effect Lights
                if (!Settings.Effect) continue;
                for (int e = 0; e < ob.Effects.Count; e++)
                {
                    Effect effect = ob.Effects[e];
                    if (!effect.Blend || CMain.Time < effect.Start || (!(effect is Missile) && effect.Light < ob.Light)) continue;

//.........这里部分代码省略.........
开发者ID:xingbarking,项目名称:mir2,代码行数:101,代码来源:GameScene.cs


示例10: Dispose

        protected override void Dispose(bool disposing)
        {
            if (disposing)
            {
                Objects.Clear();

                MapButtons = 0;
                MouseLocation = Point.Empty;
                InputDelay = 0;
                NextAction = 0;

                M2CellInfo = null;
                Width = 0;
                Height = 0;

                FileName = String.Empty;
                Title = String.Empty;
                MiniMap = 0;
                BigMap = 0;
                Lights = 0;
                FloorValid = false;
                LightsValid = false;
                MapDarkLight = 0;
                Music = 0;

                if (_floorSurface != null && !_floorSurface.Disposed)
                    _floorSurface.Dispose();


                if (_lightSurface != null && !_lightSurface.Disposed)
                    _lightSurface.Dispose();

                AnimationCount = 0;
                Effects.Clear();
            }

            base.Dispose(disposing);
        }
开发者ID:ElijahLOMCN,项目名称:mir2,代码行数:38,代码来源:GameScene.cs



注:本文中的LightSetting类示例整理自Github/MSDocs等源码及文档管理平台,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。


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