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mirror of https://github.com/Memorix101/UnityXNA/ synced 2024-12-30 15:25:35 +01:00
Barnaby Smith 6fe889760d First commit. Proof of concept implementation.
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.
2012-07-07 20:57:54 +01:00

43 lines
1.3 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
namespace Microsoft.Xna.Framework.Graphics
{
public class SpriteBatch
{
private GraphicsDevice graphicsDevice;
public SpriteBatch(GraphicsDevice graphicsDevice)
{
// TODO: Complete member initialization
this.graphicsDevice = graphicsDevice;
}
internal void Begin()
{
}
internal void End()
{
}
internal void Draw(Texture2D texture2D, Vector2 position, Nullable<Rectangle> source, Color color, float p, Vector2 Origin, float p_2, SpriteEffects spriteEffects, float p_3)
{
graphicsDevice.DrawQueue.EnqueueSprite(new DrawSpriteCall(texture2D, position, source, color.ToVector4(), Origin, spriteEffects));
}
internal void Draw(Texture2D texture2D, Vector2 position, Color color)
{
graphicsDevice.DrawQueue.EnqueueSprite(new DrawSpriteCall(texture2D, position, null, color.ToVector4(), Vector2.Zero, SpriteEffects.None));
}
internal void DrawString(SpriteFont font, string value, Vector2 position, Color color)
{
graphicsDevice.DrawQueue.EnqueueString(new DrawStringCall(font, value, position, color.ToVector4()));
}
}
}