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using MoonTools.ECS; | |
using Pathogen.Game.ECS.Components; | |
using System.Numerics; | |
using ECSSystem = MoonTools.ECS.System; | |
namespace Pathogen.Game.ECS.Systems; | |
/// <summary> | |
/// Sets the TransformMatrixComponent component for entities in the world. | |
/// </summary> |
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// vertext shader | |
#pragma pack_matrix( row_major ) | |
cbuffer UniformBlock : register(b0, space1) | |
{ | |
float4x4 Transform; | |
}; | |
struct Input | |
{ |
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using MoonTools.ECS; | |
using MoonToolsECSTest.Components; | |
using MoonToolsECSTest.Messages; | |
namespace MoonToolsECSTest.Systems | |
{ | |
public sealed class ParticleSystem : MoonTools.ECS.System | |
{ | |
readonly Dictionary<string, ParticleSystemTemplate> _particleSystemResources; | |
readonly Dictionary<int, List<string>> _entityClassificationsToParticleSystems; |
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using Microsoft.Xna.Framework; | |
using MoonTools.ECS; | |
using MoonTools.Structs; | |
using MoonToolsECSTest.Components; | |
using MoonToolsECSTest.Renderers; | |
using MoonToolsECSTest.Systems; | |
//Entities are ids and the components are just structs but this gives us a way to classify entities | |
//(e.g. equivalent to 'type' system) | |
//NOTE - DON'T think of entities as types - they are still defined by components and behaviour. |
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===================================================================================================================== | |
===================================================================================================================== | |
===================================================================================================================== | |
===================================================================================================================== | |
XboxOneNativeLeaderboard.h | |
#pragma once | |
#ifndef _$H_GAURD_XBOXONENATIVELEADERBOARD | |
#define _$H_GAURD_XBOXONENATIVELEADERBOARD |
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// GENERATED BY BRUTE | |
// PumpkinGames.Glitchangels.Platforms.XboxOne.Native.XboxOneNative | |
#include <mscorlib/1nternal/Brute.h> | |
#include "Glitchangels/PumpkinGames/Glitchangels/Platforms/XboxOne/Native/XboxOneNative.h" | |
#include "Glitchangels/PumpkinGames/Glitchangels/Platforms/XboxOne/Native/XboxOneNativeStats.h" | |
#include "Glitchangels/PumpkinGames/Glitchangels/Platforms/XboxOne/Native/XboxOneNativeLeaderboard.h" | |
#include "mscorlib/System/Array.h" | |
#include "mscorlib/System/Byte.h" |
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#ifndef STRUCTURES_FXH | |
#define STRUCTURES_FXH | |
struct PSInput | |
{ | |
float4 position : SV_Position; | |
float4 color : COLOR0; | |
float2 texCoord : TEXCOORD0; | |
}; |
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#ifndef VERTEX_FXH | |
#define VERTEX_FXH | |
#include "Structures.fxh" | |
PSInput CommmonVertexShader( | |
float4 position : POSITION0, | |
float4 color : COLOR0, | |
float2 texCoord : TEXCOORD0) | |
{ |
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#include "Macros.fxh" | |
#include "Structures.fxh" | |
DECLARE_TEXTURE(UserTexture, 0); | |
BEGIN_CONSTANTS | |
MATRIX_CONSTANTS | |
float4x4 MatrixTransform _vs(c0) _cb(c0); | |
END_CONSTANTS |
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//0080: Processing during writes | |
//Applications that write to save data must do at least one of the following: | |
//(A) If notified of an exit request while in the middle of writing data, finish writing the data before closing. | |
//(B) Display some on-screen indication while writing data. | |
I chose to implement option (A) | |
//UPDATE 22/10/2018 |
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