Beispiel #1
0
 public WeaponEffect(MyModelDummy dummy, int effectId, MyWeaponDefinition.WeaponEffectAction action, MyParticleEffect effect)
 {
     this.Dummy = dummy;
     this.EffectId = effectId;
     this.Effect = effect;
     this.Action = action;
 }
Beispiel #2
0
 public WeaponEffect(string name, Matrix localMatrix, int effectId, MyWeaponDefinition.WeaponEffectAction action, MyParticleEffect effect)
 {
     this.Name = name;
     this.EffectId = effectId;
     this.Effect = effect;
     this.Action = action;
     this.LocalMatrix = localMatrix;
 }
        public WeaponDefinitionExpanded(MyWeaponDefinition weaponDefn)
        {
            this.WeaponDefinition = weaponDefn;

            for (int i = 0; i < weaponDefn.WeaponAmmoDatas.Length; i++)
            {
                if (weaponDefn.WeaponAmmoDatas[i] != null)
                {
                    AmmoType = (MyAmmoType)i;
                    FirstAmmo = Ammo.GetAmmo(WeaponDefinition.AmmoMagazinesId[0]);
                    RequiredAccuracy = (float)Math.Cos(0.02f + Math.Min(weaponDefn.WeaponAmmoDatas[i].RateOfFire, 1000) / 72000f);
                    return;
                }
            }

            AmmoType = MyAmmoType.Unknown;
            RequiredAccuracy = 2f;
        }
        public virtual void Init(MyWeaponPropertiesWrapper weaponProperties, string modelName, bool spherePhysics = true, bool capsulePhysics = false, bool bulletType = false)
        {
            System.Diagnostics.Debug.Assert(MyEntityIdentifier.AllocationSuspended == false, "Allocation was not suspended in MyAmmoBase.Init(...)");
            bool oldSuspend = MyEntityIdentifier.AllocationSuspended;
            MyEntityIdentifier.AllocationSuspended = true;
            base.Init(null, modelName, null, null, null);

            m_weaponDefinition = weaponProperties.WeaponDefinition;
                
            //  Collision skin
            if (spherePhysics)
            {
                this.InitSpherePhysics(MyMaterialType.AMMO, Model, 100,
                                  MyPerGameSettings.DefaultLinearDamping,
                                  MyPerGameSettings.DefaultAngularDamping, MyPhysics.AmmoLayer,
                                  bulletType ? RigidBodyFlag.RBF_BULLET : RigidBodyFlag.RBF_DEFAULT);
            }
            if (capsulePhysics)
            {
                this.InitCapsulePhysics(MyMaterialType.AMMO, new Vector3(0, 0, -Model.BoundingBox.HalfExtents.Z * 0.8f),
                    new Vector3(0, 0, Model.BoundingBox.HalfExtents.Z * 0.8f), 0.1f, 10, 0, 0, MyPhysics.AmmoLayer,
                    bulletType ? RigidBodyFlag.RBF_BULLET : RigidBodyFlag.RBF_DEFAULT);
                m_ammoOffsetSize = Model.BoundingBox.HalfExtents.Z * 0.8f + 0.1f;
            }
            else
            {
                this.InitBoxPhysics(MyMaterialType.AMMO, Model, 1,
                               MyPerGameSettings.DefaultAngularDamping, MyPhysics.AmmoLayer,
                               bulletType ? RigidBodyFlag.RBF_BULLET : RigidBodyFlag.RBF_DEFAULT);
            }  

            NeedsUpdate = MyEntityUpdateEnum.EACH_FRAME;
            Render.CastShadows = false;
            Closed = true; //Because ammobase instance is going to pool. It is started by Start()

            Physics.RigidBody.ContactPointCallbackEnabled = true;
            Physics.ContactPointCallback += listener_ContactPointCallback;

            MyEntityIdentifier.AllocationSuspended = oldSuspend;
        }
Beispiel #5
0
 public void RemoveOldEffects(MyWeaponDefinition.WeaponEffectAction action = MyWeaponDefinition.WeaponEffectAction.Shoot)
 {
     for (int i = 0; i < m_activeEffects.Count; i++)
     {
         if (m_activeEffects[i].Action == action)
         {
             m_activeEffects[i].Effect.Stop();
             m_activeEffects[i].Effect.Close(false);
             m_activeEffects.RemoveAt(i);
             i--;
         }
     }
 }
Beispiel #6
0
 protected void CreateEffects(MyWeaponDefinition.WeaponEffectAction action)
 {
     if (dummies != null && dummies.Count > 0 && WeaponProperties.WeaponDefinition.WeaponEffects.Length > 0)
     {
         for (int i = 0; i < WeaponProperties.WeaponDefinition.WeaponEffects.Length; i++)
         {
             if (WeaponProperties.WeaponDefinition.WeaponEffects[i].Action == action)
             {
                 MyModelDummy dummy;
                 if (dummies.TryGetValue(WeaponProperties.WeaponDefinition.WeaponEffects[i].Dummy, out dummy))
                 {
                     MyParticleEffect effect;
                     bool add = true;
                     int effectId = -1;
                     MyParticlesLibrary.GetParticleEffectsID(WeaponProperties.WeaponDefinition.WeaponEffects[i].Particle, out effectId);
                     if (WeaponProperties.WeaponDefinition.WeaponEffects[i].Loop)
                     {
                         for (int j = 0; j < m_activeEffects.Count; j++)
                         {
                             if (m_activeEffects[j].Dummy == dummy && m_activeEffects[j].EffectId == effectId)
                             {
                                 add = false;
                                 break;
                             }
                         }
                     }
                     if (add && MyParticlesManager.TryCreateParticleEffect(effectId, out effect))
                     {
                         if (WeaponProperties.WeaponDefinition.WeaponEffects[i].Loop)
                         {
                             m_activeEffects.Add(new WeaponEffect(dummy, effectId, action, effect));
                         }
                         else
                         {
                             effect.WorldMatrix = MatrixD.Multiply(MatrixD.Normalize(dummy.Matrix), WorldMatrix);
                         }
                     }
                 }
             }
         }
     }
 }