Beispiel #1
0
 public ProjectileSettings(double speed, double radius, double mass, double pain, bool ignoreOtherProjectiles, RadarBlipQual qual)
 {
     this.Speed  = speed;
     this.Radius = radius;
     this.Mass   = mass;
     this.Pain   = pain;
     this.IgnoreOtherProjectiles = ignoreOtherProjectiles;
     this.Qual = qual;
 }
 public ProjectileSettings(double speed, double radius, double mass, double pain, bool ignoreOtherProjectiles, RadarBlipQual qual)
 {
     this.Speed = speed;
     this.Radius = radius;
     this.Mass = mass;
     this.Pain = pain;
     this.IgnoreOtherProjectiles = ignoreOtherProjectiles;
     this.Qual = qual;
 }
Beispiel #3
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        /// <summary>
        /// The only reason you would pass in your own guid is when loading a previously saved scene (the token
        /// works good for processing in ram, but when stuff needs to go to file, use the guid)
        /// </summary>
        public RadarBlip(Sphere sphere, CollisionStyle collisionStyle, RadarBlipQual blipQual, long token, Guid objectID)
        {
            _sphere = sphere;

            _collisionStyle = collisionStyle;

            _token = token;

            _qual    = blipQual;
            _qualInt = _qual.GetHashCode();

            _objectID = objectID;
        }
Beispiel #4
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        /// <summary>
        /// The only reason you would pass in your own guid is when loading a previously saved scene (the token
        /// works good for processing in ram, but when stuff needs to go to file, use the guid)
        /// </summary>
        public RadarBlip(Sphere sphere, CollisionStyle collisionStyle, RadarBlipQual blipQual, long token, Guid objectID)
        {
            _sphere = sphere;

            _collisionStyle = collisionStyle;

            _token = token;

            _qual = blipQual;
            _qualInt = _qual.GetHashCode();

            _objectID = objectID;
        }
Beispiel #5
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 /// <summary>
 /// This is the basic constructor.  These are the only things that need to be passed in.
 /// </summary>
 public RadarBlip(Sphere sphere, CollisionStyle collisionStyle, RadarBlipQual blipQual, long token)
     : this(sphere, collisionStyle, blipQual, token, Guid.NewGuid())
 {
 }
Beispiel #6
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 /// <summary>
 /// This is the basic constructor.  These are the only things that need to be passed in.
 /// </summary>
 public RadarBlip(Sphere sphere, CollisionStyle collisionStyle, RadarBlipQual blipQual, long token)
     : this(sphere, collisionStyle, blipQual, token, Guid.NewGuid())
 {
 }
Beispiel #7
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        public Projectile(Ball ball, long shipToken, bool ignoreOtherProjectiles, double pain, SimpleMap map, RadarBlipQual blipQual, long token, Guid objectID)
            : base(ball, CollisionStyle.Standard, blipQual, token, objectID)
        {
            _shipToken = shipToken;
            _ignoreOtherProjectiles = ignoreOtherProjectiles;
            _pain = pain;
            _map  = map;

            _map.Collisions += new CollisionsDelegate(Map_Collisions);
        }
Beispiel #8
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 public Projectile(Ball ball, long shipToken, bool ignoreOtherProjectiles, double pain, SimpleMap map, RadarBlipQual blipQual, long token)
     : this(ball, shipToken, ignoreOtherProjectiles, pain, map, blipQual, token, Guid.NewGuid())
 {
 }
        public ProjectileWeapon(double projectilePain, double projectileRadius, double projectileMass, double projectileSpeed, bool produceKick, bool ignoreOtherProjectiles, RadarBlipQual projectileQual, bool enforceFiringModeOuterTime, SimpleMap map, MyVector boundryLower, MyVector boundryUpper)
        {
            _projectileSettings = new ProjectileSettings(projectileSpeed, projectileRadius, projectileMass, projectilePain, ignoreOtherProjectiles, projectileQual);
            _enforceFiringModeOuterTime = enforceFiringModeOuterTime;
            _map = map;
            _produceKick = produceKick;

            if (boundryLower != null && boundryUpper != null)
            {
                _useBoundry = true;
                _boundryLower = boundryLower;
                _boundryUpper = boundryUpper;
            }

            _elapsedTime = new FiringMode(0, 0, 0);
        }
Beispiel #10
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 /// <summary>
 /// This is the basic constructor.  These are the only things that need to be passed in.
 /// </summary>
 public BallBlip(Ball ball, CollisionStyle collisionStyle, RadarBlipQual blipQual, long token)
     : this(ball, collisionStyle, blipQual, token, Guid.NewGuid())
 {
 }
Beispiel #11
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        public Projectile(Ball ball, long shipToken, bool ignoreOtherProjectiles, double pain, SimpleMap map, RadarBlipQual blipQual, long token, Guid objectID)
            : base(ball, CollisionStyle.Standard, blipQual, token, objectID)
        {
            _shipToken = shipToken;
            _ignoreOtherProjectiles = ignoreOtherProjectiles;
            _pain = pain;
            _map = map;

            _map.Collisions += new CollisionsDelegate(Map_Collisions);
        }
Beispiel #12
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 public Projectile(Ball ball, long shipToken, bool ignoreOtherProjectiles, double pain, SimpleMap map, RadarBlipQual blipQual, long token)
     : this(ball, shipToken, ignoreOtherProjectiles, pain, map, blipQual, token, Guid.NewGuid()) { }
Beispiel #13
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        public ProjectileWeapon(double projectilePain, double projectileRadius, double projectileMass, double projectileSpeed, bool produceKick, bool ignoreOtherProjectiles, RadarBlipQual projectileQual, bool enforceFiringModeOuterTime, SimpleMap map, MyVector boundryLower, MyVector boundryUpper)
        {
            _projectileSettings         = new ProjectileSettings(projectileSpeed, projectileRadius, projectileMass, projectilePain, ignoreOtherProjectiles, projectileQual);
            _enforceFiringModeOuterTime = enforceFiringModeOuterTime;
            _map         = map;
            _produceKick = produceKick;

            if (boundryLower != null && boundryUpper != null)
            {
                _useBoundry   = true;
                _boundryLower = boundryLower;
                _boundryUpper = boundryUpper;
            }

            _elapsedTime = new FiringMode(0, 0, 0);
        }
Beispiel #14
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 public ProjectileWeapon(double projectilePain, double projectileRadius, double projectileMass, double projectileSpeed, bool produceKick, bool ignoreOtherProjectiles, RadarBlipQual projectileQual, bool enforceFiringModeOuterTime, SimpleMap map)
     : this(projectilePain, projectileRadius, projectileMass, projectileSpeed, produceKick, ignoreOtherProjectiles, projectileQual, enforceFiringModeOuterTime, map, null, null)
 {
 }
Beispiel #15
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 /// <summary>
 /// This is the basic constructor.  These are the only things that need to be passed in.
 /// </summary>
 public BallBlip(Ball ball, CollisionStyle collisionStyle, RadarBlipQual blipQual, long token)
     : this(ball, collisionStyle, blipQual, token, Guid.NewGuid()) { }
Beispiel #16
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 /// <summary>
 /// The only reason you would pass in your own guid is when loading a previously saved scene (the token
 /// works good for processing in ram, but when stuff needs to go to file, use the guid)
 /// </summary>
 public BallBlip(Ball ball, CollisionStyle collisionStyle, RadarBlipQual blipQual, long token, Guid objectID)
     : base(ball, collisionStyle, blipQual, token, objectID)
 {
     _ball       = ball;
     _torqueBall = ball as TorqueBall;           // if it's not, null will be stored
 }
Beispiel #17
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 /// <summary>
 /// The only reason you would pass in your own guid is when loading a previously saved scene (the token
 /// works good for processing in ram, but when stuff needs to go to file, use the guid)
 /// </summary>
 public BallBlip(Ball ball, CollisionStyle collisionStyle, RadarBlipQual blipQual, long token, Guid objectID)
     : base(ball, collisionStyle, blipQual, token, objectID)
 {
     _ball = ball;
     _torqueBall = ball as TorqueBall;		// if it's not, null will be stored
 }
 public ProjectileWeapon(double projectilePain, double projectileRadius, double projectileMass, double projectileSpeed, bool produceKick, bool ignoreOtherProjectiles, RadarBlipQual projectileQual, bool enforceFiringModeOuterTime, SimpleMap map)
     : this(projectilePain, projectileRadius, projectileMass, projectileSpeed, produceKick, ignoreOtherProjectiles, projectileQual, enforceFiringModeOuterTime, map, null, null) { }