Example #1
0
 private void zako_render_update(int front, ref DrawBuffer draw_buffer)
 {
     draw_buffer.regist(ref rigidbody_.transform_, DrawBuffer.Type.Zako);
     if (rigidbody_.transform_.position_.y > 0f)
     {
         Sight.Instance.regist(front, ref rigidbody_.transform_.position_);
     }
 }
Example #2
0
            public void renderUpdate(ref DrawBuffer draw_buffer, DrawBuffer.Type type, Parts parts)
            {
                if (!valid_)
                {
                    return;
                }
                var rotation = rigidbody_.transform_.rotation_ * original_rotation_;

                draw_buffer.regist(ref rigidbody_.transform_.position_,
                                   ref rotation,
                                   DrawBuffer.Type.MuscleMotionPlayer, (int)parts);
            }
Example #3
0
 public override void renderUpdate(int front, MyCamera camera, ref DrawBuffer draw_buffer)
 {
     lock_target_.renderUpdate(front, camera);
     draw_buffer.regist(ref rigidbody_.transform_, DrawBuffer.Type.Zako);
 }
Example #4
0
 private void zako2_render_update(int front, ref DrawBuffer draw_buffer)
 {
     lock_target_.renderUpdate(front);
     draw_buffer.regist(ref rigidbody_.transform_, DrawBuffer.Type.Zako);
 }
 private void alpha_render_update(int front, ref DrawBuffer draw_buffer)
 {
     draw_buffer.regist(ref rigidbody_.transform_, DrawBuffer.Type.FighterAlpha);
 }
Example #6
0
 public override void renderUpdate(int front, MyCamera camera, ref DrawBuffer draw_buffer)
 {
     lock_target_.renderUpdate(front, camera);
     draw_buffer.regist(ref rigidbody_.transform_, DrawBuffer.Type.Zako);
 }
Example #7
0
 public override void renderUpdate(int front, MyCamera camera, ref DrawBuffer draw_buffer)
 {
     draw_buffer.regist(ref rigidbody_.transform_, DrawBuffer.Type.Shutter);
 }
Example #8
0
 public void renderUpdate(int front, ref DrawBuffer draw_buffer)
 {
     lock_target_.renderUpdate(front);
     draw_buffer.regist(ref rigidbody_.transform_, draw_type_);
 }
Example #9
0
 private void dragon_render_update(int front, ref DrawBuffer draw_buffer)
 {
     lock_target_.renderUpdate(front);
     draw_buffer.regist(ref rigidbody_.transform_, DrawBuffer.Type.DragonHead);
     dragon_.renderUpdate(front, ref rigidbody_.transform_, ref draw_buffer);
 }