Ejemplo n.º 1
0
 public FrilledLizardVenom(Actor owner, Vector3 direction)
     : base(new InanimateModel("box"),
     new Box(owner.Position, 0.5f, 0.5f, 0.5f, 0.5f),
     owner,
     direction,
     60.0f,
     new Vector3(0.5f))
 {
     CheckHits = false;
 }
Ejemplo n.º 2
0
 public MindControlProjectile(Actor owner, Vector3 direction)
     : base(new InanimateModel("box"),
     new Box(owner.Position, 0.05f, 0.05f, 0.05f, 0.25f),
     owner,
     direction,
     40.0f,
     new Vector3(0.2f))
 {
     Active = false;
 }
Ejemplo n.º 3
0
 public FrogTongue(Actor owner, Vector3 direction)
     : base(new InanimateModel("box"),
     new Box(owner.Position, 0.5f, 0.5f, 0.5f, 0.5f),
     owner,
     direction,
     60.0f,
     new Vector3(0.5f))
 {
     mTongueGraphic = new InanimateModel("box");
     CheckHits = false;
     Entity.IsAffectedByGravity = false;
     Entity.CollisionInformation.CollisionRules.Group = Projectile.SensorProjectileGroup;
 }
Ejemplo n.º 4
0
        public Projectile(Renderable renderable, Entity entity, Actor owner, Vector3 direction, float speed, Vector3 scale)
            : base(renderable, entity)
        {
            if (direction.Length() != 0.0f)
            {
                direction.Normalize();
            }

            mOwner = owner;
            mProjectileImpulse = new Vector3(direction.X * speed, direction.Y * speed, direction.Z * speed);
            mSpeed = speed;

            Entity.Position = owner.Position;
            XNAOrientationMatrix = Matrix.CreateLookAt(owner.Position, direction, owner.Up);
            Scale = scale;

            CollisionRules.AddRule(Entity, owner.Entity, CollisionRule.NoBroadPhase);
            Entity.CollisionInformation.CollisionRules.Group = ProjectileGroup;

            Entity.PositionUpdateMode = BEPUphysics.PositionUpdating.PositionUpdateMode.Continuous;

            Entity.ApplyLinearImpulse(ref mProjectileImpulse);
        }