mirror of
https://github.com/Memorix101/UnityXNA/
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The XNA 4.0 PlatformerGame sample is successfully running inside Unity3D 3.5. Implemented a basic game loop, game timing, content loading for Texture2D, SoundEffect and Song. Emulated SpriteBatch drawing for sprites and strings (note SpriteFont is not yet supported to all strings are rendered using the default GUI label font). Songs can be played using an AudioSource attached to the XNATest game object which acts as an emulator for MediaPlayer. Playing a SoundEffect creates a game object with an AudioSource attached which is automatically deleted when the sound finishes. Implemented keyboard input with a limited set of XNA Keys mapping to Unity3D KeyCodes.
117 lines
2.5 KiB
C#
117 lines
2.5 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using Microsoft.Xna.Framework.Content;
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using Microsoft.Xna.Framework.Graphics;
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namespace Microsoft.Xna.Framework
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{
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public class Game : IDisposable
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{
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Content.ContentManager content;
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GraphicsDevice graphicsDevice;
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DrawQueue drawQueue;
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long totalTicks = 0;
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public DrawQueue DrawQueue {
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get {
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return this.drawQueue;
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}
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set {
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drawQueue = value;
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}
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}
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public ContentManager Content
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{
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get { return this.content; }
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set { this.content = value; }
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}
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public GraphicsDevice GraphicsDevice
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{
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get
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{
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if(graphicsDevice == null)
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graphicsDevice = new GraphicsDevice(DrawQueue);
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return graphicsDevice;
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}
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}
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public Game()
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{
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content = new ContentManager(null, "");
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}
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protected virtual void Update(GameTime gameTime)
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{
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}
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protected virtual void Draw(GameTime gameTime)
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{
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}
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protected virtual void LoadContent()
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{
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}
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protected virtual void Exit()
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{
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}
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public GameWindow Window
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{
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get
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{
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// TODO
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return new UnityGameWindow();
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}
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}
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public GameServiceContainer Services
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{
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get
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{
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// TODO
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return null;
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}
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}
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internal void Run()
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{
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throw new NotImplementedException();
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}
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protected virtual void Dispose(bool disposing)
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{
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}
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public void Dispose()
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{
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Dispose(true);
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GC.SuppressFinalize(this);
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}
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internal void Begin()
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{
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LoadContent();
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// XNA's first update call has a zero elapsed time, so do one now.
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GameTime gameTime = new GameTime(new TimeSpan(0), new TimeSpan(0), new TimeSpan(0, 0, 0, 0, 0), new TimeSpan(0, 0, 0, 0, 0));
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Update(gameTime);
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}
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internal void Tick(float deltaTime)
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{
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long microseconds = (int)(deltaTime * 1000000);
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long ticks = microseconds * 10;
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totalTicks += ticks;
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GameTime gameTime = new GameTime(new TimeSpan(0), new TimeSpan(0), new TimeSpan(totalTicks), new TimeSpan(ticks));
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Update(gameTime);
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Draw(gameTime);
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}
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}
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}
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