protected sealed override void PrepareProtoWeapon( out IEnumerable <IProtoItemAmmo> compatibleAmmoProtos, ref DamageDescription overrideDamageDescription) { compatibleAmmoProtos = null; var lightConfig = new ItemLightConfig() { IsLightEnabled = false }; this.PrepareProtoWeaponEnergy(ref overrideDamageDescription, lightConfig); this.ItemLightConfig = lightConfig.ToReadOnly(); }
protected sealed override void PrepareProtoItemEquipmentHead() { var lightConfig = new ItemLightConfig(); var fuelConfig = new ItemFuelConfig(); this.PrepareProtoItemEquipmentHeadWithLight(lightConfig, fuelConfig); this.ItemLightConfig = lightConfig.ToReadOnly(); this.ItemFuelConfig = fuelConfig.ToReadOnly(); if (IsClient) { ClientEquipmentHeadWithLightInputToggle.Init(); } }
public static BaseClientComponentLightSource CreateLightSourceSpot( IClientSceneObject sceneObject, IReadOnlyItemLightConfig itemLightConfig, Vector2D?positionOffset = null) { if (!itemLightConfig.IsLightEnabled) { return(null); } return(CreateLightSourceSpot( sceneObject, itemLightConfig.Color, size: (float)itemLightConfig.Size, positionOffset: positionOffset)); }
public static BaseClientComponentLightSource CreateLightSourceSpot( IClientSceneObject sceneObject, IReadOnlyItemLightConfig itemLightConfig, Vector2D?overrideWorldOffset = null) { if (!itemLightConfig.IsLightEnabled) { return(null); } return(CreateLightSourceSpot( sceneObject, itemLightConfig.Color, size: itemLightConfig.Size, logicalSize: itemLightConfig.LogicalSize, positionOffset: overrideWorldOffset ?? itemLightConfig.WorldOffset)); }
public void Setup( IComponentSkeleton skeletonRenderer, IReadOnlyItemLightConfig lightConfig, BaseClientComponentLightSource lightSource, string skeletonSlotName, bool isPrimaryLight) { this.skeletonSlotName = skeletonSlotName; this.IsPrimary = isPrimaryLight; this.lightConfig = lightConfig; this.skeletonRenderer = skeletonRenderer; this.lightSource = lightSource; // Don't use Update(0) here as the skeleton cannot be ready now: // the new sprites likely to be added to it after this call. this.lightSource.IsEnabled = false; }
public void Setup( ICharacter character, IComponentSkeleton skeletonRenderer, IReadOnlyItemLightConfig lightConfig, BaseClientComponentLightSource lightSource, string skeletonAttachmentName, string skeletonBoneName) { this.skeletonAttachmentName = skeletonAttachmentName; this.skeletonBoneName = skeletonBoneName; this.lightConfig = lightConfig; this.character = character; this.skeletonRenderer = skeletonRenderer; this.lightSource = lightSource; this.LateUpdate(0); }
public void Setup( ICharacter character, IComponentSkeleton skeletonRenderer, IReadOnlyItemLightConfig lightConfig, BaseClientComponentLightSource lightSource, string skeletonAttachmentName, string skeletonBoneName) { this.skeletonAttachmentName = skeletonAttachmentName; this.skeletonBoneName = skeletonBoneName; this.lightConfig = lightConfig; this.character = character; this.skeletonRenderer = skeletonRenderer; this.lightSource = lightSource; // Don't use Update(0) here as the skeleton cannot be ready now: // the new sprites likely to be added to it after this call. this.lightSource.IsEnabled = false; }