public MapObjectRenderer( RenderingDevice device, MdfMaterialFactory mdfFactory, AasRenderer aasRenderer) { mDevice = device; mAasRenderer = aasRenderer; mHighlightMaterial = mdfFactory.LoadMaterial("art/meshes/hilight.mdf"); mBlobShadowMaterial = mdfFactory.LoadMaterial("art/meshes/shadow.mdf"); mOccludedMaterial = mdfFactory.LoadMaterial("art/meshes/occlusion.mdf"); mGrappleController = new FrogGrappleController(device, mdfFactory); Globals.ConfigManager.OnConfigChanged += UpdateShadowType; UpdateShadowType(); // Load the weapon glow effect files mGlowMaterials[0] = mdfFactory.LoadMaterial("art/meshes/wg_magic.mdf"); mGlowMaterials[1] = mdfFactory.LoadMaterial("art/meshes/wg_acid.mdf"); mGlowMaterials[2] = mdfFactory.LoadMaterial("art/meshes/wg_bane.mdf"); mGlowMaterials[3] = mdfFactory.LoadMaterial("art/meshes/wg_chaotic.mdf"); mGlowMaterials[4] = mdfFactory.LoadMaterial("art/meshes/wg_cold.mdf"); mGlowMaterials[5] = mdfFactory.LoadMaterial("art/meshes/wg_fire.mdf"); mGlowMaterials[6] = mdfFactory.LoadMaterial("art/meshes/wg_holy.mdf"); mGlowMaterials[7] = mdfFactory.LoadMaterial("art/meshes/wg_law.mdf"); mGlowMaterials[8] = mdfFactory.LoadMaterial("art/meshes/wg_shock.mdf"); mGlowMaterials[9] = mdfFactory.LoadMaterial("art/meshes/wg_unholy.mdf"); }
public static void StartFrogGrapplePhase(this GameObject giantFrog, FrogGrapplePhase phase) { switch (phase) { case FrogGrapplePhase.FailedLatch: FrogGrappleController.PlayFailedLatch(giantFrog); break; case FrogGrapplePhase.Latch: FrogGrappleController.PlayLatch(giantFrog); break; case FrogGrapplePhase.Pull: FrogGrappleController.PlayPull(giantFrog); break; case FrogGrapplePhase.Swallow: FrogGrappleController.PlaySwallow(giantFrog); break; default: throw new ArgumentOutOfRangeException(nameof(phase), phase, "Invalid frog grapple phase"); } }