public MyPrefabConfigurationAlarm(MyModelsEnum modelLod0Enum, MyModelsEnum?modelLod1Enum, MyModelsEnum modelLod0EnumOn, MyModelsEnum?modelLod1EnumOn, BuildTypesEnum buildType, CategoryTypesEnum categoryType, SubCategoryTypesEnum?subCategoryType, MyMaterialType materialType, PrefabTypesFlagEnum prefabTypeFlag) : base(modelLod0Enum, modelLod1Enum, buildType, categoryType, subCategoryType, materialType, prefabTypeFlag, needsUpdate: true, requiresEnergy: false) { ModelLod0EnumOn = modelLod0EnumOn; ModelLod1EnumOn = modelLod1EnumOn; }
public MyPrefabConfigurationAlarm(MyModelsEnum modelLod0Enum, MyModelsEnum? modelLod1Enum, MyModelsEnum modelLod0EnumOn, MyModelsEnum? modelLod1EnumOn, BuildTypesEnum buildType, CategoryTypesEnum categoryType, SubCategoryTypesEnum? subCategoryType, MyMaterialType materialType, PrefabTypesFlagEnum prefabTypeFlag) : base(modelLod0Enum, modelLod1Enum, buildType, categoryType, subCategoryType, materialType, prefabTypeFlag, needsUpdate: true, requiresEnergy: false) { ModelLod0EnumOn = modelLod0EnumOn; ModelLod1EnumOn = modelLod1EnumOn; }
public MyPrefabConfigurationGenerator(MyModelsEnum modelLod0Enum, MyModelsEnum?modelLod1Enum, BuildTypesEnum buildType, CategoryTypesEnum categoryType, SubCategoryTypesEnum?subCategoryType, MyMaterialType materialType, float range, float rotatingVelocity = DEFAULT_ROTATING_VELOCITY, MyModelsEnum?modelCol = null, float explosionParticleEffectScale = 1) : this(modelLod0Enum, modelLod1Enum, buildType, categoryType, subCategoryType, materialType, PrefabTypesFlagEnum.Generator, range, rotatingVelocity, MySoundCuesEnum.Amb3D_GenXstart, MySoundCuesEnum.Amb3D_GenXloop, MySoundCuesEnum.Amb3D_GenXend, modelCol, explosionParticleEffectScale : explosionParticleEffectScale) { }
MyEntity addDebris(StringBuilder hudLabel, MyModelsEnum? lod0, MyModelsEnum? lod1, ref Vector3 currentPosition, Vector3 forward, MyMeshDrawTechnique? drawTechnique = null) { MyDebugDebris debugDebris = new MyDebugDebris(); debugDebris.Init(hudLabel, lod0, lod1, drawTechnique); return addEntity(debugDebris, ref currentPosition, forward); }
public void Init(StringBuilder hudLabelText, MyModelsEnum?modelLod0Enum, MyModelsEnum?modelLod1Enum, Matrix localMatrix, MyMwcObjectBuilder_SmallShip_Ammo_TypesEnum ammoType, MyLargeShipGunBase parentObject) { base.Init(hudLabelText, modelLod0Enum, modelLod1Enum, parentObject, null, null); LocalMatrix = localMatrix; ((MyLargeShipGunBase)parentObject).InitializationBarrelMatrix = LocalMatrix; // Check for the dummy cubes for the muzzle flash positions: if (ModelLod0 != null) { // test for one value: StringBuilder sb = new StringBuilder(); sb.Append(MyLargeShipWeaponsConstants.MUZZLE_FLASH_NAME_ONE); if (ModelLod0.Dummies.Count > 0) { if (ModelLod0.Dummies.ContainsKey(sb.ToString())) { // one muzzle flash value: m_muzzleDummies.Add(ModelLod0.Dummies[sb.ToString()]); } else { // more muzzle flashes values: int num = 0; for (int i = 0; i < ModelLod0.Dummies.Count; ++i) { sb.Clear(); sb.Append(MyLargeShipWeaponsConstants.MUZZLE_FLASH_NAME_MODE); sb.Append(i.ToString()); if (ModelLod0.Dummies.ContainsKey(sb.ToString())) { ++num; } } for (int i = 0; i < ModelLod0.Dummies.Count; ++i) { sb.Clear(); sb.Append(MyLargeShipWeaponsConstants.MUZZLE_FLASH_NAME_MODE); sb.Append(i.ToString()); if (ModelLod0.Dummies.ContainsKey(sb.ToString())) { m_muzzleDummies.Add(ModelLod0.Dummies[sb.ToString()]); } } } } } //base.InitSpherePhysics(MyMaterialType.METAL, ModelLod0, 9999999.0f, 1.0f, MyConstants.COLLISION_LAYER_ALL, RigidBodyFlag.RBF_RBO_STATIC); if (this.Physics != null) { //this.Physics.Enabled = true; this.Physics.Update(); } m_ammoType = ammoType; Save = false; //NeedsUpdate = true; //No, barrel is updated from parent }
/// <summary> /// Inits the specified hud label text. /// </summary> /// <param name="hudLabelText">The hud label text.</param> /// <param name="modelLod0Enum">The model lod0 enum.</param> /// <param name="modelLod1Enum">The model lod1 enum.</param> /// <param name="parentObject">The parent object.</param> /// <param name="scale">The scale.</param> /// <param name="objectBuilder">The object builder.</param> public override void Init(StringBuilder hudLabelText, MyModelsEnum?modelLod0Enum, MyModelsEnum?modelLod1Enum, MyEntity parentObject, float?scale, MyMwcObjectBuilder_Base objectBuilder, MyModelsEnum?modelCollision = null, Models.MyModelsEnum?modelLod2 = null) { Flags |= EntityFlags.EditableInEditor; NeedsUpdate = true; base.Init(hudLabelText, modelLod0Enum, modelLod1Enum, null, scale, objectBuilder, modelCollision, modelLod2); }
public MyPrefabConfigurationKinematic(MyModelsEnum modelBaseLod0Enum, MyModelsEnum?modelBaseLod1Enum, List <MyPrefabConfigurationKinematicPart> kinematicParts, MySoundCuesEnum?soundOpening, MySoundCuesEnum?soundLooping, MySoundCuesEnum?soundClosing, float openTime, float closeTime, BuildTypesEnum buildType, CategoryTypesEnum categoryType, SubCategoryTypesEnum?subCategoryType, MyMaterialType materialType, MyModelsEnum?collisionModelEnum = null) : this(modelBaseLod0Enum, modelBaseLod1Enum, kinematicParts, soundOpening, soundLooping, soundClosing, openTime, closeTime, buildType, categoryType, subCategoryType, materialType, PrefabTypesFlagEnum.Default, collisionModelEnum) { }
public MyPrefabConfigurationGenerator(MyModelsEnum modelLod0Enum, MyModelsEnum?modelLod1Enum, BuildTypesEnum buildType, CategoryTypesEnum categoryType, SubCategoryTypesEnum?subCategoryType, MyMaterialType materialType, PrefabTypesFlagEnum prefabTypeFlag, float range, float rotatingVelocity = DEFAULT_ROTATING_VELOCITY, MySoundCuesEnum?startRotatingCue = MySoundCuesEnum.Amb3D_GenXstart, MySoundCuesEnum?looptRotatingCue = MySoundCuesEnum.Amb3D_GenXloop, MySoundCuesEnum?endRotatingCue = MySoundCuesEnum.Amb3D_GenXend, MyModelsEnum?modelCol = null, float explosionParticleEffectScale = 1) : base(modelLod0Enum, modelLod1Enum, buildType, categoryType, subCategoryType, materialType, prefabTypeFlag, minElectricCapacity : MyGameplayConstants.DEFAULT_MAX_ELECTRIC_CAPACITY, rotatingVelocity : rotatingVelocity, collisionModelEnum : modelCol, startRotatingCue : startRotatingCue, loopRotatingCue : looptRotatingCue, endRotatingCue : endRotatingCue, displayHud : true, explosionParticleEffectScale : explosionParticleEffectScale) { Range = range; }
/// <summary> /// Creates new instance of prefab configuration without model /// </summary> /// <param name="buildType">Build type</param> /// <param name="categoryType">Category type</param> /// <param name="subCategoryType">Subcategory type</param> /// <param name="materialType">Material type</param> /// <param name="prefabTypeFlag">Prefab type flags</param> /// <param name="factionSpecific">To which faction is this prefab specific. Null if prefab is for all factions. Used for material (texture) set availability. </param> /// <param name="previewPointOfView">Indicates whether the preview image for this prefab should be from a different angle than normal. Use for flat objects that have incorrect default previews (such as signs). </param> protected MyPrefabConfiguration( BuildTypesEnum buildType, CategoryTypesEnum categoryType, SubCategoryTypesEnum? subCategoryType, MyMaterialType materialType, PrefabTypesFlagEnum prefabTypeFlag, MyMwcObjectBuilder_Prefab_AppearanceEnum? factionSpecific = null, bool needsUpdate = false, bool initPhysics = true, bool enabledInEditor = true, float rotatingVelocity = DEFAULT_ROTATING_VELOCITY, MySoundCuesEnum? startRotatingCue = null, MySoundCuesEnum? loopRotatingCue = null, MySoundCuesEnum? loopRotatingDamagedCue = null, MySoundCuesEnum? endRotatingCue = null, MyPreviewPointOfViewEnum previewPointOfView = MyPreviewPointOfViewEnum.Front, float minElectricCapacity = MyGameplayConstants.DEFAULT_MIN_ELECTRIC_CAPACITY, float maxElectricCapacity = MyGameplayConstants.DEFAULT_MAX_ELECTRIC_CAPACITY, MyExplosionTypeEnum explosionType = MyExplosionTypeEnum.SMALL_SHIP_EXPLOSION, float explosionRadiusMultiplier = 1.5f, float explosionDamageMultiplier = 1, float minSizeForExplosion = MyExplosionsConstants.MIN_OBJECT_SIZE_TO_CAUSE_EXPLOSION_AND_CREATE_DEBRIS, bool causesAlarm = false, bool requiresEnergy = false, float explosionParticleEffectScale = 1, bool displayHud = false) { //m_modelLod0Enum = null; m_modelLod1Enum = null; BuildType = buildType; CategoryType = categoryType; SubCategoryType = subCategoryType; MaterialType = materialType; PrefabTypeFlag = prefabTypeFlag; FactionSpecific = factionSpecific; EnabledInEditor = enabledInEditor; RotatingVelocity = rotatingVelocity; StartRotatingCue = startRotatingCue; LoopRotatingCue = loopRotatingCue; LoopRotatingDamagedCue = loopRotatingDamagedCue; EndRotatingCue = endRotatingCue; PreviewPointOfView = new MyPreviewPointOfView(previewPointOfView); MinElectricCapacity = minElectricCapacity; MaxElectricCapacity = maxElectricCapacity; NeedsUpdate = needsUpdate; InitPhysics = initPhysics; ExplosionType = explosionType; ExplosionRadiusMultiplier = explosionRadiusMultiplier; ExplosionDamage = explosionDamageMultiplier; ExplosionParticleEffectScale = explosionParticleEffectScale; MinSizeForExplosion = minSizeForExplosion; CausesAlarm = causesAlarm; RequiresEnergy = requiresEnergy; DisplayHud = displayHud; }
void InitDebris(string hudLabelText, MyModelsEnum modelLod0Enum, MyModelsEnum?modelLod1Enum, MyMaterialType materialType, MyMwcObjectBuilder_LargeDebrisField objectBuilder, Matrix matrix) { StringBuilder hudLabelTextSb = (hudLabelText == null) ? null : new StringBuilder(hudLabelText); base.Init(hudLabelTextSb, modelLod0Enum, modelLod1Enum, null, null, objectBuilder); MyModel model = MyModels.GetModelOnlyData(modelLod0Enum); InitTrianglePhysics(materialType, 1.0f, model, null, enable: false); SetWorldMatrix(matrix); }
public virtual void Init(StringBuilder hudLabelText, MyModelsEnum?modelEnum, MyMaterialType materialType, MyEntity parentObject, Vector3 position, Vector3 forwardVector, Vector3 upVector, MyMwcObjectBuilder_Base objectBuilder, MyModelsEnum?collisionModelEnum = null) { base.Init(hudLabelText, modelEnum, null, parentObject, null, objectBuilder, modelCollision: collisionModelEnum); this.LocalMatrix = Matrix.CreateWorld(position, forwardVector, upVector); //NeedsUpdate = true; //Smallship updates weapons manually CastShadows = false; PreloadTextures(); }
public float ZOffset; // z-offset from ship's dummy public void Init(StringBuilder hudLabelText, MyModelsEnum?modelEnum, MyMaterialType materialType, MySmallShip parent, Vector3 position, Vector3 forwardVector, Vector3 upVector, MyMwcObjectBuilder_Base objectBuilder) { base.Init(hudLabelText, modelEnum, materialType, parent, position, forwardVector, upVector, objectBuilder); Debug.Assert(objectBuilder is MyMwcObjectBuilder_SmallShip_Weapon); WeaponType = ((MyMwcObjectBuilder_SmallShip_Weapon)objectBuilder).WeaponType; // Don't need to check frustum, because it's checked by this gun's parent m_frustumCheckBeforeDrawEnabled = false; }
public MyPrefabConfigurationKinematicPart(int prefabId, MyModelsEnum modelMovingEnum, string open, string close, BuildTypesEnum buildType, CategoryTypesEnum categoryType, SubCategoryTypesEnum?subCategoryType, MyMaterialType materialType, DamageTypesEnum damageType, MyModelsEnum?modelLod1 = null, MyModelsEnum?collisionModelEnum = null) : base(modelMovingEnum, modelLod1, buildType, categoryType, subCategoryType, materialType, //0.5 because of door parts, to not take also second part PrefabTypesFlagEnum.Default, needsUpdate: true, explosionRadiusMultiplier: 0.5f, explosionDamage: 0.33f, collisionModelEnum: collisionModelEnum, explosionParticleEffectScale: 2.0f) { m_modelMovingEnum = modelMovingEnum; m_open = open; m_close = close; m_damageType = damageType; PrefabId = prefabId; }
public MyPrefabConfigurationKinematicPart(int prefabId, MyModelsEnum modelMovingEnum, string open, string close, BuildTypesEnum buildType, CategoryTypesEnum categoryType, SubCategoryTypesEnum? subCategoryType, MyMaterialType materialType, DamageTypesEnum damageType, MyModelsEnum? modelLod1 = null, MyModelsEnum? collisionModelEnum = null) : base(modelMovingEnum, modelLod1, buildType, categoryType, subCategoryType, materialType, //0.5 because of door parts, to not take also second part PrefabTypesFlagEnum.Default, needsUpdate: true, explosionRadiusMultiplier: 0.5f, explosionDamage: 0.33f, collisionModelEnum: collisionModelEnum, explosionParticleEffectScale: 2.0f) { m_modelMovingEnum = modelMovingEnum; m_open = open; m_close = close; m_damageType = damageType; PrefabId = prefabId; }
private static void PreloadModel(MyModelsEnum?myModelsEnum) { if (myModelsEnum == null) { return; } MyModel model = MyModels.GetModelOnlyData(myModelsEnum.Value); model.LoadInDraw(); model.PreloadTextures(Managers.LoadingMode.Immediate); }
public MyPrefabConfigurationKinematic(MyModelsEnum modelBaseLod0Enum, MyModelsEnum?modelBaseLod1Enum, List <MyPrefabConfigurationKinematicPart> kinematicParts, MySoundCuesEnum?soundOpening, MySoundCuesEnum?soundLooping, MySoundCuesEnum?soundClosing, float openTime, float closeTime, BuildTypesEnum buildType, CategoryTypesEnum categoryType, SubCategoryTypesEnum?subCategoryType, MyMaterialType materialType, PrefabTypesFlagEnum prefabTypeFlag, MyModelsEnum?collisionModelEnum = null) : base(modelBaseLod0Enum, modelBaseLod1Enum, buildType, categoryType, subCategoryType, materialType, prefabTypeFlag, collisionModelEnum: collisionModelEnum, displayHud: true) { m_openTime = openTime; m_closeTime = closeTime; KinematicParts = kinematicParts; m_soundOpening = soundOpening; m_soundLooping = soundLooping; m_soundClosing = soundClosing; }
public MyPrefabConfigurationLargeShip( MyModelsEnum modelLod0Enum, MyModelsEnum?modelLod1Enum, BuildTypesEnum buildType, CategoryTypesEnum categoryType, SubCategoryTypesEnum?subCategoryType, MyMaterialType materialType, MyMwcObjectBuilder_Prefab_AppearanceEnum?factionSpecific = null, MyModelsEnum?collisionModelEnum = null, MyExplosionTypeEnum explosionType = MyExplosionTypeEnum.BOMB_EXPLOSION, float particleScale = 1) : base(modelLod0Enum, modelLod1Enum, buildType, categoryType, subCategoryType, materialType, PrefabTypesFlagEnum.LargeShip, factionSpecific: factionSpecific, needsUpdate: true, collisionModelEnum: collisionModelEnum, explosionType: explosionType, explosionParticleEffectScale: particleScale) { }
void InitDebris(string hudLabelText, MyModelsEnum modelLod0Enum, MyModelsEnum?modelLod1Enum, MyMaterialType materialType, MyMwcObjectBuilder_SmallDebris objectBuilder, Matrix matrix, float mass) { StringBuilder hudLabelTextSb = (hudLabelText == null) ? null : new StringBuilder(hudLabelText); base.Init(hudLabelTextSb, modelLod0Enum, modelLod1Enum, null, null, objectBuilder); if (objectBuilder != null) { SetWorldMatrix(matrix); } if (mass > 0) { base.InitBoxPhysics(materialType, this.ModelLod0, mass, 0, MyConstants.COLLISION_LAYER_DEFAULT, RigidBodyFlag.RBF_DEFAULT); this.Physics.PlayCollisionCueEnabled = true; } }
/// <summary> /// Creates new instance of prefab configuration /// </summary> /// <param name="modelLod0Enum">Model LOD0</param> /// <param name="modelLod1Enum">Model LOD2</param> /// <param name="buildType">Build type</param> /// <param name="categoryType">Category type</param> /// <param name="subCategoryType">Subcategory type</param> /// <param name="materialType">Material type</param> /// <param name="prefabTypeFlag">Prefab type flags</param> protected MyPrefabConfiguration( MyModelsEnum modelLod0Enum, MyModelsEnum? modelLod1Enum, BuildTypesEnum buildType, CategoryTypesEnum categoryType, SubCategoryTypesEnum? subCategoryType, MyMaterialType materialType, PrefabTypesFlagEnum prefabTypeFlag, MyModelsEnum? collisionModelEnum = null, MyMwcObjectBuilder_Prefab_AppearanceEnum? factionSpecific = null, bool needsUpdate = false, bool initPhysics = true, bool enabledInEditor = true, float rotatingVelocity = DEFAULT_ROTATING_VELOCITY, MySoundCuesEnum? startRotatingCue = null, MySoundCuesEnum? loopRotatingCue = null, MySoundCuesEnum? loopRotatingDamagedCue = null, MySoundCuesEnum? endRotatingCue = null, MyPreviewPointOfViewEnum previewAngle = MyPreviewPointOfViewEnum.Front, float minElectricCapacity = MyGameplayConstants.DEFAULT_MIN_ELECTRIC_CAPACITY, float maxElectricCapacity = MyGameplayConstants.DEFAULT_MAX_ELECTRIC_CAPACITY, MyExplosionTypeEnum explosionType = MyExplosionTypeEnum.SMALL_SHIP_EXPLOSION, float explosionRadiusMultiplier = 1, float explosionDamage = 1, float minSizeForExplosion = MyExplosionsConstants.MIN_OBJECT_SIZE_TO_CAUSE_EXPLOSION_AND_CREATE_DEBRIS, bool causesAlarm = false, bool requiresEnergy = false, float explosionParticleEffectScale = 1, bool displayHud = false) : this(buildType, categoryType, subCategoryType, materialType, prefabTypeFlag, factionSpecific, needsUpdate, initPhysics, enabledInEditor, rotatingVelocity, startRotatingCue, loopRotatingCue, loopRotatingDamagedCue, endRotatingCue, previewAngle, minElectricCapacity, maxElectricCapacity, explosionType, explosionRadiusMultiplier, explosionDamage, minSizeForExplosion, causesAlarm, requiresEnergy: requiresEnergy, explosionParticleEffectScale: explosionParticleEffectScale, displayHud: displayHud) { m_modelLod0Enum = modelLod0Enum; m_modelLod1Enum = modelLod1Enum; m_collisionModelEnum = collisionModelEnum; }
/// <summary> /// Creates new instance of prefab configuration with default prefab type flags /// </summary> /// <param name="modelLod0Enum">Model LOD0</param> /// <param name="modelLod1Enum">Model LOD2</param> /// <param name="buildType">Build type</param> /// <param name="categoryType">Category type</param> /// <param name="subCategoryType">Subcategory type</param> /// <param name="materialType">Material type</param> /// <param name="factionSpecific">To which faction is this prefab specific. Null if prefab is for all factions. Used for material (texture) set availability. </param> public MyPrefabConfiguration( MyModelsEnum modelLod0Enum, MyModelsEnum? modelLod1Enum, BuildTypesEnum buildType, CategoryTypesEnum categoryType, SubCategoryTypesEnum? subCategoryType, MyMaterialType materialType, MyMwcObjectBuilder_Prefab_AppearanceEnum? factionSpecific = null, MyModelsEnum? collisionModelEnum = null, bool needsUpdate = false, bool initPhysics = true, bool enabledInEditor = true, float rotatingVelocity = DEFAULT_ROTATING_VELOCITY, MySoundCuesEnum? startRotatingCue = null, MySoundCuesEnum? loopRotatingCue = null, MySoundCuesEnum? loopRotatingDamagedCue = null, MySoundCuesEnum? endRotatingCue = null, MyPreviewPointOfViewEnum previewAngle = MyPreviewPointOfViewEnum.Front, MyExplosionTypeEnum explosionType = MyExplosionTypeEnum.SMALL_SHIP_EXPLOSION, float explosionRadiusMultiplier = 1, float explosionDamageMultiplier = 1, float minSizeForExplosion = MyExplosionsConstants.MIN_OBJECT_SIZE_TO_CAUSE_EXPLOSION_AND_CREATE_DEBRIS, bool causesAlarm = false, bool requiresEnergy = false, float explosionParticleEffectScale = 1, bool displayHud = false) : this(modelLod0Enum, modelLod1Enum, buildType, categoryType, subCategoryType, materialType, PrefabTypesFlagEnum.Default, collisionModelEnum, factionSpecific, needsUpdate, initPhysics, enabledInEditor, rotatingVelocity, startRotatingCue, loopRotatingCue, loopRotatingDamagedCue, endRotatingCue, previewAngle, explosionType: explosionType, explosionRadiusMultiplier: explosionRadiusMultiplier, explosionDamage: explosionDamageMultiplier, minSizeForExplosion: minSizeForExplosion, causesAlarm: causesAlarm, requiresEnergy: requiresEnergy, explosionParticleEffectScale: explosionParticleEffectScale, displayHud: displayHud) { System.Diagnostics.Debug.Assert(modelLod0Enum != modelLod1Enum, "LOD0 and LOD1 models are the same!"); if (collisionModelEnum != null) { System.Diagnostics.Debug.Assert(modelLod0Enum != collisionModelEnum, "LOD0 and COL models are the same!"); System.Diagnostics.Debug.Assert(modelLod1Enum != collisionModelEnum, "LOD1 and COL models are the same!"); } }
// IMPORTANT: This class isn't realy inicialized by constructor, but by Start() // So don't initialize members here, do it in Start() public virtual void Init(MyModelsEnum modelLod0Enum, MyModelsEnum?modelLod1Enum, MyMaterialType materialType, float scale, List <MyRBElementDesc> collisionPrimitives, float mass) { MyPhysicsObjects physobj = MyPhysics.physicsSystem.GetPhysicsObjects(); base.Init(null, modelLod0Enum, modelLod1Enum, null, scale, null); m_maxLifeTimeInMiliseconds = MyMwcUtils.GetRandomInt(MyExplosionsConstants.EXPLOSION_DEBRIS_LIVING_MIN_IN_MILISECONDS, MyExplosionsConstants.EXPLOSION_DEBRIS_LIVING_MAX_IN_MILISECONDS); m_randomizedDiffuseTextureColorMultiplier = MyMwcUtils.GetRandomFloat(0.4f, 0.6f); m_initialOrientation = Matrix.CreateRotationX(MyMwcUtils.GetRandomRadian()) * Matrix.CreateRotationY(MyMwcUtils.GetRandomRadian()) * Matrix.CreateRotationZ(MyMwcUtils.GetRandomRadian()); // create physics this.Physics = new MyPhysicsBody(this, mass, 0) { MaterialType = materialType }; for (int i = 0; i < collisionPrimitives.Count; i++) { MyRBSphereElement sphereEl = (MyRBSphereElement)physobj.CreateRBElement(collisionPrimitives[i]); // sphereEl.Radius *= scale; this.Physics.AddElement(sphereEl, true); } }
public MyPrefabConfigurationFoundationFactory(MyModelsEnum modelLod0Enum, MyModelsEnum?modelLod1Enum, BuildTypesEnum buildType, CategoryTypesEnum categoryType, SubCategoryTypesEnum?subCategoryType, MyMaterialType materialType, PrefabTypesFlagEnum prefabTypeFlag, MyModelsEnum?collisionModelEnum = null) : base(modelLod0Enum, modelLod1Enum, buildType, categoryType, subCategoryType, materialType, prefabTypeFlag, needsUpdate: true, displayHud: true, collisionModelEnum: collisionModelEnum) { }
public MyPrefabConfigurationFoundationFactory(MyModelsEnum modelLod0Enum, MyModelsEnum?modelLod1Enum, BuildTypesEnum buildType, CategoryTypesEnum categoryType, SubCategoryTypesEnum?subCategoryType, MyMaterialType materialType, MyModelsEnum?collisionModelEnum = null) : this(modelLod0Enum, modelLod1Enum, buildType, categoryType, subCategoryType, materialType, PrefabTypesFlagEnum.FoundationFactory, collisionModelEnum) { }
public MyPrefabConfigurationAlarm(MyModelsEnum modelLod0Enum, MyModelsEnum?modelLod1Enum, MyModelsEnum modelLod0EnumOn, MyModelsEnum?modelLod1EnumOn, BuildTypesEnum buildType, CategoryTypesEnum categoryType, SubCategoryTypesEnum?subCategoryType, MyMaterialType materialType) : this(modelLod0Enum, modelLod1Enum, modelLod0EnumOn, modelLod1EnumOn, buildType, categoryType, subCategoryType, materialType, PrefabTypesFlagEnum.Alarm) { }
public void Init(StringBuilder hudLabelText, MyMwcObjectBuilder_Drone droneBuilder, MyModelsEnum?modelCollision = null, MyModelsEnum?modelLod2 = null, float?scale = null) { var modelLod0Enum = GetModelLod0Enum(droneBuilder.DroneType); MyEntity owner = null; base.Init(hudLabelText, modelLod0Enum, null, owner, scale, droneBuilder, modelCollision, modelLod2); SetWorldMatrix(droneBuilder.PositionAndOrientation.GetMatrix()); m_fired = false; m_shipTypeProperties = new MyShipTypeProperties(); m_reflectorProperies = new MyReflectorConfig(this); Faction = droneBuilder.Faction; Save = true; m_function = MyDroneFunction.None; InitWeapons(); InitEntityDetector(); InitPhysics(droneBuilder.DroneType); InitAI(); InitSpoiledHolograms(); InitInventory(droneBuilder.Inventory); // back camera is turned off by default Config.BackCamera.SetOff(); m_droneObjectBuilder = droneBuilder; UseProperties = new MyUseProperties(MyUseType.Solo, MyUseType.None, MyTextsWrapperEnum.NotificationYouCanTake); UseProperties.Init(MyUseType.Solo, MyUseType.None, 0, 1, false); HackingTool = new Tools.MyHackingTool(this, MySession.PlayerShip.HackingTool.HackingLevel); }
public MyPrefabConfigurationScanner(MyModelsEnum modelLod0Enum, MyModelsEnum?modelLod1Enum, BuildTypesEnum buildType, CategoryTypesEnum categoryType, SubCategoryTypesEnum?subCategoryType, MyMaterialType materialType, PrefabTypesFlagEnum prefabTypeFlag) : base(modelLod0Enum, modelLod1Enum, buildType, categoryType, subCategoryType, materialType, prefabTypeFlag, needsUpdate: true, initPhysics: false, requiresEnergy: true) { }
public MyPrefabConfigurationLight(MyModelsEnum modelLod0Enum, MyModelsEnum?modelLod1Enum, BuildTypesEnum buildType, CategoryTypesEnum categoryType, SubCategoryTypesEnum?subCategoryType, MyMaterialType materialType, MyLightPrefabTypeEnum type, PrefabTypesFlagEnum prefabTypesFlag, MyModelsEnum?collisionModelEnum = null) : base(modelLod0Enum, modelLod1Enum, buildType, categoryType, subCategoryType, materialType, prefabTypesFlag, previewAngle: MyPreviewPointOfViewEnum.Bottom, needsUpdate: true, collisionModelEnum: collisionModelEnum) { LightType = type; }
public MyPrefabConfigurationSecurityControlHUB(MyModelsEnum modelLod0Enum, MyModelsEnum?modelLod1Enum, BuildTypesEnum buildType, CategoryTypesEnum categoryType, SubCategoryTypesEnum?subCategoryType, MyMaterialType materialType, MyModelsEnum?collisionModelEnum = null) : this(modelLod0Enum, modelLod1Enum, buildType, categoryType, subCategoryType, materialType, PrefabTypesFlagEnum.Default, collisionModelEnum) { }
public MyStaticAsteroidModels(MyModelsEnum lod0, MyModelsEnum?lod1, MyModelsEnum?lod2) { LOD0 = lod0; LOD1 = lod1; LOD2 = lod2; }
public MyPrefabConfigurationSecurityControlHUB(MyModelsEnum modelLod0Enum, MyModelsEnum?modelLod1Enum, BuildTypesEnum buildType, CategoryTypesEnum categoryType, SubCategoryTypesEnum?subCategoryType, MyMaterialType materialType, PrefabTypesFlagEnum prefabTypeFlag, MyModelsEnum?collisionModelEnum = null) : base(modelLod0Enum, modelLod1Enum, buildType, categoryType, subCategoryType, materialType, prefabTypeFlag, requiresEnergy: true, collisionModelEnum: collisionModelEnum, displayHud: true) { }
public MyPrefabConfigurationCamera(MyModelsEnum modelLod0Enum, MyModelsEnum?modelLod1Enum, BuildTypesEnum buildType, CategoryTypesEnum categoryType, SubCategoryTypesEnum?subCategoryType, MyMaterialType materialType, PrefabTypesFlagEnum prefabTypeFlag) : base(modelLod0Enum, modelLod1Enum, buildType, categoryType, subCategoryType, materialType, prefabTypeFlag, requiresEnergy: true) { }
public MyPrefabConfigurationScanner(MyModelsEnum modelLod0Enum, MyModelsEnum?modelLod1Enum, BuildTypesEnum buildType, CategoryTypesEnum categoryType, SubCategoryTypesEnum?subCategoryType, MyMaterialType materialType) : this(modelLod0Enum, modelLod1Enum, buildType, categoryType, subCategoryType, materialType, PrefabTypesFlagEnum.Scanner) { }