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, 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;
        }
Ejemplo n.º 4
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        /// <summary>
        /// Add prefab into container - reparenting,...
        /// </summary>
        /// <param name="prefab"></param>
        public void AddPrefab(MyPrefabBase prefab)
        {
            //@ Add prefab
            //if (this.Children.Contains(prefab))
            //{
            //    prefab.SetVisible = true;
            //}
            //else
            //{
            //    this.Children.Add(prefab);
            //    m_prefabs.Add(prefab);
            //}

            Debug.Assert(prefab.Parent == this);
            if (!m_prefabs.Contains(prefab))
            {
                m_prefabs.Add(prefab);
            }
            else
            {
                prefab.Visible = true;
            }
            UpdateAABB();

            // update prefab type flags
            foreach (PrefabTypesFlagEnum prefabTypeSingleFlag in MyPrefabTypesFlagHelper.ParseToSingleFlags(prefab.PrefabTypeFlag))
            {
                // if we added first prefab of this type, then we update prefab types flag in prefab container
                if (m_prefabTypeSingleFlagsCount[(int)prefabTypeSingleFlag] == 0)
                {
                    m_prefabTypesFlag = m_prefabTypesFlag | prefabTypeSingleFlag;
                }
                m_prefabTypeSingleFlagsCount[(int)prefabTypeSingleFlag]++;

                if (prefabTypeSingleFlag == PrefabTypesFlagEnum.Vendor)
                {
                    Debug.Assert(m_prefabTypeSingleFlagsCount[(int)prefabTypeSingleFlag] <= 1, "You can have max 1 vendor in prefab container!");
                }
            }

            // add prefab to categories dictionary
            m_prefabsByCategory[(ushort)prefab.PrefabCategory].Add(prefab);

            if (!m_intializing)
            {
                if (prefab is MyPrefabGenerator)
                {
                    UpdateGenerators();
                }
                else
                {
                    FindGeneratorsFor(prefab);
                }
            }
        }
 public MyPrefabConfigurationKinematicRotating(MyModelsEnum modelBaseLod0Enum, MyModelsEnum? modelBaseLod1Enum, 
         MySoundCuesEnum? soundOpening, MySoundCuesEnum? soundLooping, 
         MySoundCuesEnum? soundClosing, float rotatingVelocity, BuildTypesEnum buildType, CategoryTypesEnum categoryType,
         SubCategoryTypesEnum? subCategoryType, MyMaterialType materialType, PrefabTypesFlagEnum prefabTypeFlag)
     : base(modelBaseLod0Enum, modelBaseLod1Enum, buildType, categoryType, subCategoryType, materialType, prefabTypeFlag)
 {
     SoundOpening = soundOpening;
     SoundLooping = soundLooping;
     SoundClosing = soundClosing;
     RotatingVelocity = rotatingVelocity;
 }
 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;
 }
Ejemplo n.º 7
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        // Removes prefab from this container working prefabs list
        public void RemovePrefab(MyPrefabBase prefab)
        {
            this.Children.Remove(prefab);
            m_prefabs.Remove(prefab);
            UpdateAABB();

            // update prefab type flags
            foreach (PrefabTypesFlagEnum prefabTypeSingleFlag in MyPrefabTypesFlagHelper.ParseToSingleFlags(prefab.PrefabTypeFlag))
            {
                // if we remove last prefab of this type, then we update prefab types flag in prefab container
                m_prefabTypeSingleFlagsCount[(int)prefabTypeSingleFlag]--;
                if (m_prefabTypeSingleFlagsCount[(int)prefabTypeSingleFlag] == 0)
                {
                    m_prefabTypesFlag = m_prefabTypesFlag & (~prefabTypeSingleFlag);
                }
            }

            // remove prefab from categories dictionary
            m_prefabsByCategory[(ushort)prefab.PrefabCategory].Remove(prefab);

            m_deactivatedPrefabs.Remove(prefab);
        }
 /// <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;
 }
 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;
 }
 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 MyPrefabConfigurationParticles(MyModelsEnum modelLod0Enum, MyModelsEnum? modelLod1Enum, BuildTypesEnum buildType, CategoryTypesEnum categoryType,
     SubCategoryTypesEnum? subCategoryType, MyMaterialType materialType, MyParticleEffectsIDEnum effectID, PrefabTypesFlagEnum prefabTypeFlag)
     : base(modelLod0Enum, modelLod1Enum, buildType, categoryType, subCategoryType, materialType, prefabTypeFlag)
 {
     EffectID = effectID;
 }
 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)
 {
 }
Ejemplo n.º 13
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 public MyPrefabConfigurationSound(MyModelsEnum modelLod0Enum, MyModelsEnum?modelLod1Enum, BuildTypesEnum buildType, CategoryTypesEnum categoryType,
                                   SubCategoryTypesEnum?subCategoryType, MyMaterialType materialType, MySoundCuesEnum sound, PrefabTypesFlagEnum prefabTypesFlag)
     : base(modelLod0Enum, modelLod1Enum, buildType, categoryType, subCategoryType, materialType, prefabTypesFlag, needsUpdate: true)
 {
     Sound = sound;
 }
 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 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 MyPrefabConfigurationHangar(MyModelsEnum modelLod0Enum, MyModelsEnum? modelLod1Enum, BuildTypesEnum buildType, CategoryTypesEnum categoryType,
     SubCategoryTypesEnum? subCategoryType, MyMaterialType materialType, PrefabTypesFlagEnum prefabTypeFlag, MyModelsEnum? collisionModel = null)
     : base(modelLod0Enum, modelLod1Enum, buildType, categoryType, subCategoryType, materialType, prefabTypeFlag, displayHud: true, collisionModelEnum: collisionModel)
 {
 }
Ejemplo n.º 17
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        // Removes prefab from this container working prefabs list
        public void RemovePrefab(MyPrefabBase prefab)
        {
            this.Children.Remove(prefab);
            m_prefabs.Remove(prefab);
            UpdateAABB();

            // update prefab type flags
            foreach (PrefabTypesFlagEnum prefabTypeSingleFlag in MyPrefabTypesFlagHelper.ParseToSingleFlags(prefab.PrefabTypeFlag))
            {
                // if we remove last prefab of this type, then we update prefab types flag in prefab container
                m_prefabTypeSingleFlagsCount[(int)prefabTypeSingleFlag]--;
                if (m_prefabTypeSingleFlagsCount[(int)prefabTypeSingleFlag] == 0)
                {
                    m_prefabTypesFlag = m_prefabTypesFlag & (~prefabTypeSingleFlag);
                }                
            }

            // remove prefab from categories dictionary
            m_prefabsByCategory[(ushort)prefab.PrefabCategory].Remove(prefab);

            m_deactivatedPrefabs.Remove(prefab);
        }
Ejemplo n.º 18
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 public bool ContainsPrefab(PrefabTypesFlagEnum prefabTypeFlag)
 {
     return((m_prefabTypesFlag & prefabTypeFlag) != 0);
 }
Ejemplo n.º 19
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        /// <summary>
        /// Add prefab into container - reparenting,...
        /// </summary>
        /// <param name="prefab"></param>
        public void AddPrefab(MyPrefabBase prefab)
        {
            //@ Add prefab
            //if (this.Children.Contains(prefab))
            //{
            //    prefab.SetVisible = true;
            //}
            //else
            //{
            //    this.Children.Add(prefab);
            //    m_prefabs.Add(prefab);
            //}

            Debug.Assert(prefab.Parent == this);
            if (!m_prefabs.Contains(prefab))
            {
                m_prefabs.Add(prefab);
            }
            else 
            {
                prefab.Visible = true;
            }
            UpdateAABB();

            // update prefab type flags
            foreach (PrefabTypesFlagEnum prefabTypeSingleFlag in MyPrefabTypesFlagHelper.ParseToSingleFlags(prefab.PrefabTypeFlag))
            {
                // if we added first prefab of this type, then we update prefab types flag in prefab container
                if (m_prefabTypeSingleFlagsCount[(int)prefabTypeSingleFlag] == 0)
                {
                    m_prefabTypesFlag = m_prefabTypesFlag | prefabTypeSingleFlag;
                }
                m_prefabTypeSingleFlagsCount[(int)prefabTypeSingleFlag]++;

                if (prefabTypeSingleFlag == PrefabTypesFlagEnum.Vendor) 
                {
                    Debug.Assert(m_prefabTypeSingleFlagsCount[(int)prefabTypeSingleFlag] <= 1, "You can have max 1 vendor in prefab container!");
                }
            }          
  
            // add prefab to categories dictionary
            m_prefabsByCategory[(ushort)prefab.PrefabCategory].Add(prefab);

            if (!m_intializing)
            {
                if (prefab is MyPrefabGenerator)
                {
                    UpdateGenerators();
                }
                else
                {
                    FindGeneratorsFor(prefab);
                }
            }
        }        
Ejemplo n.º 20
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 public MyPrefabConfigurationKinematicRotating(MyModelsEnum modelBaseLod0Enum, MyModelsEnum?modelBaseLod1Enum,
                                               MySoundCuesEnum?soundOpening, MySoundCuesEnum?soundLooping,
                                               MySoundCuesEnum?soundClosing, float rotatingVelocity, BuildTypesEnum buildType, CategoryTypesEnum categoryType,
                                               SubCategoryTypesEnum?subCategoryType, MyMaterialType materialType, PrefabTypesFlagEnum prefabTypeFlag)
     : base(modelBaseLod0Enum, modelBaseLod1Enum, buildType, categoryType, subCategoryType, materialType, prefabTypeFlag)
 {
     SoundOpening     = soundOpening;
     SoundLooping     = soundLooping;
     SoundClosing     = soundClosing;
     RotatingVelocity = rotatingVelocity;
 }
Ejemplo n.º 21
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 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 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 MyPrefabConfigurationParticles(MyModelsEnum modelLod0Enum, MyModelsEnum?modelLod1Enum, BuildTypesEnum buildType, CategoryTypesEnum categoryType,
                                       SubCategoryTypesEnum?subCategoryType, MyMaterialType materialType, MyParticleEffectsIDEnum effectID, PrefabTypesFlagEnum prefabTypeFlag)
     : base(modelLod0Enum, modelLod1Enum, buildType, categoryType, subCategoryType, materialType, prefabTypeFlag)
 {
     EffectID = effectID;
 }
 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)
 {
 }
Ejemplo n.º 25
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 public bool ContainsPrefab(PrefabTypesFlagEnum prefabTypeFlag)
 {
     return (m_prefabTypesFlag & prefabTypeFlag) != 0;
 }
 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)
 {
 }
Ejemplo n.º 27
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 public static List<PrefabTypesFlagEnum> ParseToSingleFlags(PrefabTypesFlagEnum prefabTypesFlag)
 {
     List<PrefabTypesFlagEnum> prefabTypeSingleFlags = new List<PrefabTypesFlagEnum>();            
     foreach (PrefabTypesFlagEnum prefabTypeFlag in Enum.GetValues(typeof(PrefabTypesFlagEnum)))
     {
         if ((prefabTypesFlag & prefabTypeFlag) != 0)
         {
             prefabTypeSingleFlags.Add(prefabTypeFlag);
         }
     }            
     return prefabTypeSingleFlags;
 }
 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 MyPrefabConfigurationSound(MyModelsEnum modelLod0Enum, MyModelsEnum? modelLod1Enum, BuildTypesEnum buildType, CategoryTypesEnum categoryType,
     SubCategoryTypesEnum? subCategoryType, MyMaterialType materialType, MySoundCuesEnum sound, PrefabTypesFlagEnum prefabTypesFlag)
     : base(modelLod0Enum, modelLod1Enum, buildType, categoryType, subCategoryType, materialType, prefabTypesFlag, needsUpdate: true)
 {
     Sound = sound;
 }