//--------------------------------------------------------------------------------------------------------------------------------------------------- // // Copyright (C)2007 DarkWynter Studios. All rights reserved. // //--------------------------------------------------------------------------------------------------------------------------------------------------- // {Contact : darkwynter.com for licensing information //--------------------------------------------------------------------------------------------------------------------------------------------------- namespace DarkWynter.Game.GameObjects { #region Using Statements using System; using System.Collections.Generic; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Audio; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; using Microsoft.Xna.Framework.Storage; using System.Xml; using DarkWynter.Engine.Globals; using DarkWynter.Engine.Physics; using DarkWynter.Engine.ObjectLib; using DarkWynter.Engine.GameObjects; using DarkWynter.Engine.Init; using DarkWynter.Stream; using DarkWynter.Engine.EventControl; using System.Diagnostics; #endregion public class CubeOfCubes : GameObject { public CubeOfCubes(Load gameObjectLoader) : base(gameObjectLoader) { // Clean and Debug : // Player / AI / Thought //Event Viz // Add Draw object, or Billboard, to parent Event class // Create new list and draw loop in ObjectLibrary. // UserControl adds/removes and calls ToXml() on list to save. } public override bool Load(ObjectLibrary objectLibrary) { // Call before user code is executed if (!base.Load(objectLibrary)) { return false; } //draw.textureList[0] = Statics_Engine.SystemSettings.content.Load("Content/_textures/arrow"); // Get terrain height at position //float yPosition = objectLibrary.terrain.GetTerrainHeight(load.startPosition.X / Statics_Engine.TerrainSettings.terrainScaleFactor, // load.startPosition.Z / Statics_Engine.TerrainSettings.terrainScaleFactor); float yPosition = float.Parse(load.node.Attributes["y"].Value) * Statics_Engine.TerrainSettings.terrainScaleFactor; // Set position and reference Vector3 locpos = new Vector3(load.startPosition.X, yPosition, load.startPosition.Z); Vector3 refpos = new Vector3(load.startPosition.X, yPosition, load.startPosition.Z - 1); mass.SetPosition(locpos, refpos); draw.drawMethod = Enums_Stream.DrawMethod.BasicGameObject_Draw; draw.technique = "BasicLightingShaderMain"; mass.scale = new Vector3(mass.scale.X, 20, mass.scale.Z); mass.boundingVolume = new BoundingVolume(new BoundingSphere(mass.currentPosition, 180.0f)); return true; } public override void Update(ref ObjectLibrary objectLibrary) { base.Update(ref objectLibrary); } public override Draw Draw() { return base.Draw(); } } }