mirror of
https://github.com/AlexMacocian/MonoGame.Extended.git
synced 2026-07-24 12:06:37 +00:00
* started refactoring for gui windows * a bit more work on gui windows * fixed some bugs and broken build stuff * fixed some bugs in gui controls * a little code cleanup * got gui dialogs positioning and experimenting with named styles by type * apply control styles directly in the constructor of controls * got everything compiling again * all gui controls have skinnable constructors * rework uniform grid desired size calculations * turns out gui layouts are complicated * include pdb files in nuget packages * fixed a bug in find nearest glyph * custom control styling * added a range constructor overload that takes one value * rethinking control desired size behaviour * made particle emitters more editable at runtime * moved the auto trigger code to the particle effect instead of the emitters * tweaks * changed the particle modifer interface to an abstract base with an optional name * changed the particle modifer interface to an abstract base with an optional name * an attempt at creating a gui combo box * rolled back the nested control experiment * pretty good (but not perfect) combo boxes * tweaks * name property bindings on lists * removed and cleaned up the hacks from the gui combo box * minor combo box styling tweaks * minor bug fix in gui combo box * experiments with data binding * fixed a mistake on the texture region service interface * working on the ability to serialize particles * finished particle serialization * more robust range deserialization * added editor browable attributes * fixed some broken demos * made the particle modifiers editable at runtime * fixed some issues with particle serialization * fixed some issues with interpolators
98 lines
2.9 KiB
C#
98 lines
2.9 KiB
C#
using System.Collections.Generic;
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using System.IO;
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using System.Linq;
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using Microsoft.Xna.Framework;
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using MonoGame.Extended.Particles.Serialization;
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using MonoGame.Extended.Serialization;
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using Newtonsoft.Json;
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namespace MonoGame.Extended.Particles
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{
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public class ParticleEffect : Transform2D<ParticleEffect>
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{
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public ParticleEffect(string name = null, bool autoTrigger = true, float autoTriggerDelay = 0f)
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{
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Name = name;
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AutoTrigger = autoTrigger;
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AutoTriggerDelay = autoTriggerDelay;
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Emitters = new List<ParticleEmitter>();
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}
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private float _nextAutoTrigger;
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public string Name { get; set; }
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public bool AutoTrigger { get; set; }
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public float AutoTriggerDelay { get; set; }
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public List<ParticleEmitter> Emitters { get; set; }
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public int ActiveParticles => Emitters.Sum(t => t.ActiveParticles);
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public void FastForward(Vector2 position, float seconds, float triggerPeriod)
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{
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var time = 0f;
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while (time < seconds)
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{
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Update(triggerPeriod);
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Trigger(position);
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time += triggerPeriod;
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}
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}
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public static ParticleEffect FromFile(ITextureRegionService textureRegionService, string path)
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{
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using (var stream = TitleContainer.OpenStream(path))
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{
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return FromStream(textureRegionService, stream);
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}
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}
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public static ParticleEffect FromStream(ITextureRegionService textureRegionService, Stream stream)
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{
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var serializer = new ParticleJsonSerializer(textureRegionService);
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using (var streamReader = new StreamReader(stream))
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using (var jsonReader = new JsonTextReader(streamReader))
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{
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return serializer.Deserialize<ParticleEffect>(jsonReader);
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}
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}
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public void Update(float elapsedSeconds)
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{
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if (AutoTrigger)
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{
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_nextAutoTrigger -= elapsedSeconds;
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if (_nextAutoTrigger <= 0)
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{
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Trigger();
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_nextAutoTrigger = AutoTriggerDelay;
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}
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}
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for (var i = 0; i < Emitters.Count; i++)
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Emitters[i].Update(elapsedSeconds);
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}
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public void Trigger()
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{
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Trigger(Position);
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}
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public void Trigger(Vector2 position, float layerDepth = 0)
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{
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for (var i = 0; i < Emitters.Count; i++)
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Emitters[i].Trigger(position, layerDepth);
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}
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public void Trigger(LineSegment line)
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{
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for (var i = 0; i < Emitters.Count; i++)
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Emitters[i].Trigger(line);
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}
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public override string ToString()
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{
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return Name;
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}
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}
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} |