StrategyVisuals class final
Draws a StrategySimulation.
Constructors
-
StrategyVisuals({required StrategySimulation simulation, required GraphicsDevice device, int capacity = 4096, int? viewer, RenderMaterial? ground, RenderMaterial? units, RenderMaterial? buildings, RenderMaterial? unseen, RenderMaterial? remembered, UnitSize unitSize = const UnitSize(), DeviceMesh? unitMesh, DeviceMesh? buildingMesh, Vector3? buildingMeshSize, List<
UnitLook> looks = const <UnitLook>[], List<RenderMaterial> ? buildingSides, bool buildingStandsTall = false, MeshLook? resource, List<PropBatch> props = const <PropBatch>[], double? waterLevel, RenderMaterial? water, double groundMetersPerTexture = 8.0}) - Builds the ground and the batch the crowd is drawn in.
Properties
-
buildings
→ Iterable<
MeshNode> -
The building nodes drawn so far, in the order they were drawn.
no setter
- crowd → InstancedMeshNode
-
The batch the crowd is drawn in, for a game that wants to tint or hide
it and for a test that wants to read a transform back.
no setter
- hashCode → int
-
The hash code for this object.
no setterinherited
- propBatchCount → int
-
How many batches of props there are: one per PropBatch given.
no setter
- remembered → InstancedMeshNode?
-
The tiles over ground viewer has seen and cannot see now.
no setter
- runtimeType → Type
-
A representation of the runtime type of the object.
no setterinherited
- simulation → StrategySimulation
-
What is drawn.
final
- unitSize → UnitSize
-
How big a unit is drawn.
final
- unseen → InstancedMeshNode?
-
The tiles over ground viewer has never seen, or null for a spectator.
no setter
- viewer → int?
-
Whose view this is, or null for a view belonging to nobody.
final
- water → MeshNode?
-
The sheet of water, or null for a map with no waterLevel or with no
ground below it.
no setter
- waterLevel → double?
-
How high the water stands, or null for a dry map.
In metres of world height.
final
Methods
-
addTo(
Scene scene) → void -
Puts the ground, the crowd and the fog into
scene, and keeps it for the buildings that arrive later. -
buildingAt(
int index) → MeshNode? -
The node drawn for
simulation.buildings[index], or null while the viewer has not found it. -
dressProp(
int batch, int placement, {required LinearColor color, Matrix4? transform}) → bool -
Draws prop
placementof batchbatchtintedcolor, linear, and, whentransformis given, placed by it rather than where it was planted; false, and nothing done, while the viewer has not found it yet. -
noSuchMethod(
Invocation invocation) → dynamic -
Invoked when a nonexistent method or property is accessed.
inherited
-
propPlacementsOf(
int batch) → List< Matrix4> -
Where each prop of batch
batchwas planted, in the order given. -
sync(
) → void - Brings the picture up to date with the simulation.
-
toString(
) → String -
A string representation of this object.
inherited
Operators
-
operator ==(
Object other) → bool -
The equality operator.
inherited