Ejemplo n.º 1
0
        //  When tube/head mounted into voxels and is harvesting
        void StartInVoxel(MyVoxelMap voxelMap)
        {
            //  We found voxel so we stop here
            m_inVoxelMap = voxelMap;
            CurrentState = MyHarvestingDeviceEnum.InVoxel;
            StopTubeMovingCue();
            StartGrindingCue();
            m_lastTimeParticleAdded = null;
            m_parentMinerShip.Physics.Clear();
            m_parentMinerShip.Physics.Immovable = true;

            MyMwcVector3Int tempVoxelCoord = voxelMap.GetVoxelCenterCoordinateFromMeters(ref m_headPositionTransformed);

            m_originalVoxelContent = voxelMap.GetVoxelContent(ref tempVoxelCoord);
            m_voxelMaterial        = voxelMap.GetVoxelMaterial(ref tempVoxelCoord);


            m_harvestingParticleEffect = MyParticlesManager.CreateParticleEffect((int)MyParticleEffectsIDEnum.Harvester_Harvesting);
            m_harvestingParticleEffect.UserBirthMultiplier  = 0.25f;
            m_harvestingParticleEffect.UserRadiusMultiplier = 1;
            m_harvestingParticleEffect.UserColorMultiplier  = new Vector4(3, 3, 3, 3);
            Matrix dirMatrix = MyMath.MatrixFromDir(WorldMatrix.Forward);

            m_harvestingParticleEffect.WorldMatrix = Matrix.CreateWorld(m_headPositionTransformed, dirMatrix.Forward, dirMatrix.Up);

            //  Empty voxels are problematic and can lead to "extremely fast harvesting". So here we do this
            //  trick and its effect will be that even empty voxels will take few seconds to harvest.
            if (m_originalVoxelContent == 0)
            {
                m_originalVoxelContent = 1;
            }

            m_actualVoxelContent = (float)m_originalVoxelContent;
            m_harvestingSpeed    = m_actualVoxelContent / TIME_TO_HARVEST_WHOLE_VOXEL_IN_UPDATE_TIMES;

            if (!MyVoxelMapOreMaterials.CanBeHarvested(m_voxelMaterial))
            {
                HUD.MyHud.ShowIndestructableAsteroidNotification();
                StartReturningBack();
            }
        }
Ejemplo n.º 2
0
        //  When tube/head mounted into voxels and is harvesting
        void StartInVoxel(MyVoxelMap voxelMap)
        {
            //  We found voxel so we stop here
            m_inVoxelMap = voxelMap;
            CurrentState = MyHarvestingDeviceEnum.InVoxel;
            StopTubeMovingCue();
            StartGrindingCue();
            m_lastTimeParticleAdded = null;
            m_parentMinerShip.Physics.Clear();
            m_parentMinerShip.Physics.Immovable = true;

            MyMwcVector3Int tempVoxelCoord = voxelMap.GetVoxelCenterCoordinateFromMeters(ref m_headPositionTransformed);
            m_originalVoxelContent = voxelMap.GetVoxelContent(ref tempVoxelCoord);
            m_voxelMaterial = voxelMap.GetVoxelMaterial(ref tempVoxelCoord);


            m_harvestingParticleEffect = MyParticlesManager.CreateParticleEffect((int)MyParticleEffectsIDEnum.Harvester_Harvesting);
            m_harvestingParticleEffect.UserBirthMultiplier = 0.25f;
            m_harvestingParticleEffect.UserRadiusMultiplier = 1;
            m_harvestingParticleEffect.UserColorMultiplier = new Vector4(3, 3, 3, 3);
            Matrix dirMatrix = MyMath.MatrixFromDir(WorldMatrix.Forward);
            m_harvestingParticleEffect.WorldMatrix = Matrix.CreateWorld(m_headPositionTransformed, dirMatrix.Forward, dirMatrix.Up);

            //  Empty voxels are problematic and can lead to "extremely fast harvesting". So here we do this
            //  trick and its effect will be that even empty voxels will take few seconds to harvest.
            if (m_originalVoxelContent == 0) m_originalVoxelContent = 1;

            m_actualVoxelContent = (float)m_originalVoxelContent;
            m_harvestingSpeed = m_actualVoxelContent / TIME_TO_HARVEST_WHOLE_VOXEL_IN_UPDATE_TIMES;

            if (!MyVoxelMapOreMaterials.CanBeHarvested(m_voxelMaterial))
            {
                HUD.MyHud.ShowIndestructableAsteroidNotification();
                StartReturningBack();
            }
        }