Axiom.Samples.CharacterSample.CharacterSample.SetupContent C# (CSharp) Метод

SetupContent() защищенный Метод

protected SetupContent ( ) : void
Результат void
		protected override void SetupContent()
		{
			// set background and some fog
			Viewport.BackgroundColor = new ColorEx( 1.0f, 1.0f, 0.8f );
			SceneManager.SetFog( FogMode.Linear, new ColorEx( 1.0f, 1.0f, 1.0f ), 0, 15, 100 );

			// set shadow properties
			SceneManager.ShadowTechnique = ShadowTechnique.TextureModulative;
			SceneManager.ShadowColor = new ColorEx( 0.5f, 0.5f, 0.5f );
			SceneManager.ShadowTextureSize = 1024;
			SceneManager.ShadowTextureCount = 1;

			// disable default camera control so the character can do its own
			CameraManager.setStyle( CameraStyle.Manual );

			// use a small amount of ambient lighting
			SceneManager.AmbientLight = new ColorEx( 0.3f, 0.3f, 0.3f );

			// add a bright light above the scene
			Light light = SceneManager.CreateLight( "CharacterLight" );
			light.Type = LightType.Point;
			light.Position = new Vector3( -10, 40, 20 );
			light.Specular = ColorEx.White;

			MeshManager.Instance.CreatePlane( "floor", ResourceGroupManager.DefaultResourceGroupName,
				new Plane( Vector3.UnitY, 0 ), 100, 100, 10, 10, true, 1, 10, 10, Vector3.UnitZ );

			// create a floor entity, give it a material, and place it at the origin
			Entity floor = SceneManager.CreateEntity( "Floor", "floor" );
			floor.MaterialName = "Examples/Rockwall";
			floor.CastShadows = false;
			SceneManager.RootSceneNode.AttachObject( floor );



			// create our character controller
			chara = new SinbadCharacterController( Camera );

			TrayManager.ToggleAdvancedFrameStats();

			List<string> items = new List<string>();
			items.Add( "Help" );
			ParamsPanel help = TrayManager.CreateParamsPanel( TrayLocation.TopLeft, "HelpMessage", 100, items );
			help.SetParamValue( "Help", " H / F1" );
		}