/// <summary>
            /// 
            /// </summary>
            /// <param name="instance"></param>
            /// <param name="position"></param>
            /// <param name="color"></param>
            /// <param name="radius"></param>
            /// <param name="fadeInRate"></param>
            /// <param name="fadeOutRate"></param>
            public LightStage( SfxInstance instance, Vector3 position, Color4 color, float radius, float fadeInRate, float fadeOutRate )
                : base(instance)
            {
                if ( fadeInRate  < 0 ) {
                    throw new ArgumentOutOfRangeException("fadeInRate < 0");
                }
                if ( fadeOutRate < 0 ) {
                    throw new ArgumentOutOfRangeException("fadeOutRate < 0");
                }

                light				=	new OmniLight();
                light.Position		=	position;
                light.RadiusInner	=	radius * 0.1f;
                light.RadiusOuter	=	radius;
                light.Intensity		=	Color4.Zero;

                lightColor			=	color;

                lightFadeInRate		=	fadeInRate;
                lightFadeOutRate	=	fadeOutRate;

                lightIntensity		=	0.0001f;
                lightFadeRate		=	lightFadeInRate;

                SfxInstance.rw.LightSet.OmniLights.Add(light);
            }
Example #2
0
        /// <summary>
        /// 
        /// </summary>
        /// <param name="game"></param>
        public SfxView( Entity entity, World world, string sfxName )
            : base(entity, world)
        {
            var fxID	=	World.GameClient.Atoms[ sfxName ];
            var	fxEvent	=	new FXEvent(fxID, entity.ID, entity.Position, entity.LinearVelocity, entity.Rotation);

            sfx = World.RunFX( fxEvent );
        }
 /// <summary>
 /// 
 /// </summary>
 /// <param name="fxEvent"></param>
 /// <param name="spriteIndex"></param>
 /// <param name="delay"></param>
 /// <param name="period"></param>
 /// <param name="sleep"></param>
 /// <param name="count"></param>
 /// <param name="emit"></param>
 public ParticleStage( SfxInstance instance, int spriteIndex, float delay, float period, float sleep, int count, bool looped, EmitFunction emit )
     : base(instance)
 {
     this.looped			=	false;
     this.spriteIndex	=	spriteIndex	;
     this.delay			=	delay		;
     this.period			=	period		;
     this.sleep			=	sleep		;
     this.count			=	count		;
     this.emit			=	emit		;
     this.looped			=	looped;
 }
            /// <summary>
            /// 
            /// </summary>
            /// <param name="instance"></param>
            /// <param name="position"></param>
            /// <param name="soundPath"></param>
            public SoundStage( SfxInstance instance, Vector3 position, float radius, string soundPath, bool looped, bool local )
                : base(instance)
            {
                var sound	=	instance.sfxSystem.LoadSound( soundPath );

                if (sound==null) {
                    return;
                }

                emitter	=	SfxInstance.sw.AllocEmitter();
                emitter.Position		=	position;
                emitter.DistanceScale	=	radius;
                emitter.DopplerScale	=	1;
                emitter.VolumeCurve		=	null;
                emitter.LocalSound		=	local;

                emitter.PlaySound( sound, looped ? PlayOptions.Looped : PlayOptions.None );
            }
 /// <summary>
 /// 
 /// </summary>
 /// <param name="sfxInstance"></param>
 public Stage( SfxInstance sfxInstance )
 {
     this.SfxInstance	=	sfxInstance;
 }