WIP CrashReporter, misc refactoring

This commit is contained in:
Regalis
2015-09-19 15:14:47 +03:00
parent 16bf562837
commit f6966f06c3
86 changed files with 1616 additions and 631 deletions
+7 -7
View File
@@ -102,7 +102,7 @@ namespace Subsurface
if (basicEffect==null)
{
basicEffect = new BasicEffect(Game1.CurrGraphicsDevice);
basicEffect = new BasicEffect(GameMain.CurrGraphicsDevice);
basicEffect.VertexColorEnabled = false;
basicEffect.TextureEnabled = true;
@@ -354,7 +354,7 @@ namespace Subsurface
Debug.WriteLine("Generatelevel: " + sw2.ElapsedMilliseconds + " ms");
sw2.Restart();
vertexBuffer = new VertexBuffer(Game1.CurrGraphicsDevice, VertexPositionTexture.VertexDeclaration, vertices.Length, BufferUsage.WriteOnly);
vertexBuffer = new VertexBuffer(GameMain.CurrGraphicsDevice, VertexPositionTexture.VertexDeclaration, vertices.Length, BufferUsage.WriteOnly);
vertexBuffer.SetData(vertices);
if (mirror)
@@ -639,7 +639,7 @@ int currentTargetIndex = 1;
triangles = MathUtils.TriangulateConvexHull(bodyPoints, cell.Center);
Body edgeBody = new Body(Game1.World);
Body edgeBody = new Body(GameMain.World);
for (int i = 0; i < triangles.Count; i++)
{
@@ -661,7 +661,7 @@ int currentTargetIndex = 1;
for (int i = 0; i < 2; i++ )
{
Body shaftBody = BodyFactory.CreateRectangle(Game1.World, 100.0f, 10.0f, 5.0f);
Body shaftBody = BodyFactory.CreateRectangle(GameMain.World, 100.0f, 10.0f, 5.0f);
shaftBody.BodyType = BodyType.Kinematic;
shaftBody.CollisionCategories = Physics.CollisionWall | Physics.CollisionLevel;
shaftBody.SetTransform(ConvertUnits.ToSimUnits((i==0) ? startPosition : endPosition), 0.0f);
@@ -720,7 +720,7 @@ int currentTargetIndex = 1;
foreach (Character character in Character.CharacterList)
{
foreach (Limb limb in character.AnimController.limbs)
foreach (Limb limb in character.AnimController.Limbs)
{
if (character.AnimController.CurrentHull != null) continue;
@@ -762,7 +762,7 @@ int currentTargetIndex = 1;
{
if (character.AnimController.CurrentHull != null) continue;
foreach (Limb limb in character.AnimController.limbs)
foreach (Limb limb in character.AnimController.Limbs)
{
limb.body.LinearVelocity -= prevVelocity;
}
@@ -949,7 +949,7 @@ int currentTargetIndex = 1;
if (vertices.Length <= 0) return;
basicEffect.World = Matrix.CreateTranslation(new Vector3(Position, 0.0f)) * cam.ShaderTransform
* Matrix.CreateOrthographic(Game1.GraphicsWidth, Game1.GraphicsHeight, -1, 1) * 0.5f;
* Matrix.CreateOrthographic(GameMain.GraphicsWidth, GameMain.GraphicsHeight, -1, 1) * 0.5f;
basicEffect.CurrentTechnique.Passes[0].Apply();