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Core now depends only on Friflo.Engine.ECS — no MonoGame, no platform. The windowed MonoGame host moves to the new MrGameEng.Host library: GameHost, GameHostOptions, visual scene transitions (OverlayTransition, Transitions.Fade/Wipe, TransitionRenderer) and the Input feature (namespace MrGameEng.Input is unchanged). Transition timing stays in Core (SceneManager exposes ActiveTransition/TransitionCoverage/ TransitionPhase; the host draws the overlay). EngineContext loses its GraphicsDevice property: hosts publish the device as a service and graphics code reads it via context.GetGraphicsDevice() in Graphics. Core gains HeadlessHost: a fixed-timestep loop without a window or GPU (Tick/RunTicks, Run with wall-clock pacing and lag resync) for dedicated servers, batch simulation and tests. Graphics and Audio now carry their own MonoGame.Framework.DesktopGL reference instead of inheriting it from Core. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
36 lines
1.3 KiB
C#
36 lines
1.3 KiB
C#
namespace MrGameEng.Core;
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/// <summary>Phase of a scene transition.</summary>
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public enum TransitionPhase
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{
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/// <summary>The old scene is being covered (coverage grows 0 → 1).</summary>
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Out,
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/// <summary>The new scene is being revealed (coverage shrinks 1 → 0).</summary>
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In,
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}
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/// <summary>
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/// Timing of a visual transition between scenes. The scene switch itself happens at full
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/// coverage, so a slow <c>OnLoad</c> of the next scene is hidden behind the overlay.
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/// Progress is tracked by <see cref="SceneManager"/> on unscaled time, so transitions work
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/// while gameplay is paused. The core only times the phases — how the overlay looks is
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/// defined by the host (the MonoGame host's <c>OverlayTransition</c> and the
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/// <c>Transitions</c> factories); headless hosts simply let transitions pass invisibly.
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/// </summary>
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public abstract class Transition
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{
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/// <summary>Seconds the covering phase takes.</summary>
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public float OutDuration { get; }
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/// <summary>Seconds the revealing phase takes.</summary>
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public float InDuration { get; }
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/// <summary>Creates a transition with explicit phase durations.</summary>
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protected Transition(float outDuration, float inDuration)
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{
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OutDuration = Math.Max(0f, outDuration);
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InDuration = Math.Max(0f, inDuration);
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}
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}
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