public MyPrefabConfigurationAlarm(MyModelsEnum modelLod0Enum, MyModelsEnum? modelLod1Enum, MyModelsEnum modelLod0EnumOn, MyModelsEnum? modelLod1EnumOn, BuildTypesEnum buildType, CategoryTypesEnum categoryType, SubCategoryTypesEnum? subCategoryType, MyMaterialType materialType, PrefabTypesFlagEnum prefabTypeFlag) : base(modelLod0Enum, modelLod1Enum, buildType, categoryType, subCategoryType, materialType, prefabTypeFlag, needsUpdate: true, requiresEnergy: false) { ModelLod0EnumOn = modelLod0EnumOn; ModelLod1EnumOn = modelLod1EnumOn; }
public MyPrefabConfigurationGenerator(MyModelsEnum modelLod0Enum, MyModelsEnum? modelLod1Enum, BuildTypesEnum buildType, CategoryTypesEnum categoryType, SubCategoryTypesEnum? subCategoryType, MyMaterialType materialType, float range, float rotatingVelocity = DEFAULT_ROTATING_VELOCITY, MyModelsEnum? modelCol = null, float explosionParticleEffectScale = 1) : this(modelLod0Enum, modelLod1Enum, buildType, categoryType, subCategoryType, materialType, PrefabTypesFlagEnum.Generator, range, rotatingVelocity, MySoundCuesEnum.Amb3D_GenXstart, MySoundCuesEnum.Amb3D_GenXloop, MySoundCuesEnum.Amb3D_GenXend, modelCol, explosionParticleEffectScale:explosionParticleEffectScale) { }
public MyPrefabConfigurationKinematic(MyModelsEnum modelBaseLod0Enum, MyModelsEnum? modelBaseLod1Enum, List<MyPrefabConfigurationKinematicPart> kinematicParts, MySoundCuesEnum? soundOpening, MySoundCuesEnum? soundLooping, MySoundCuesEnum? soundClosing, float openTime, float closeTime, BuildTypesEnum buildType, CategoryTypesEnum categoryType, SubCategoryTypesEnum? subCategoryType, MyMaterialType materialType, MyModelsEnum? collisionModelEnum = null) : this(modelBaseLod0Enum, modelBaseLod1Enum, kinematicParts, soundOpening, soundLooping, soundClosing, openTime, closeTime, buildType, categoryType, subCategoryType, materialType, PrefabTypesFlagEnum.Default, collisionModelEnum) { }
public MyPrefabConfigurationKinematicRotating(MyModelsEnum modelBaseLod0Enum, MyModelsEnum? modelBaseLod1Enum, MySoundCuesEnum? soundOpening, MySoundCuesEnum? soundLooping, MySoundCuesEnum? soundClosing, float rotatingVelocity, BuildTypesEnum buildType, CategoryTypesEnum categoryType, SubCategoryTypesEnum? subCategoryType, MyMaterialType materialType) : this(modelBaseLod0Enum, modelBaseLod1Enum, soundOpening, soundLooping, soundClosing, rotatingVelocity, buildType, categoryType, subCategoryType, materialType, PrefabTypesFlagEnum.Default) { }
public MyPrefabConfigurationGenerator(MyModelsEnum modelLod0Enum, MyModelsEnum? modelLod1Enum, BuildTypesEnum buildType, CategoryTypesEnum categoryType, SubCategoryTypesEnum? subCategoryType, MyMaterialType materialType, PrefabTypesFlagEnum prefabTypeFlag, float range, float rotatingVelocity = DEFAULT_ROTATING_VELOCITY, MySoundCuesEnum? startRotatingCue = MySoundCuesEnum.Amb3D_GenXstart, MySoundCuesEnum? looptRotatingCue = MySoundCuesEnum.Amb3D_GenXloop, MySoundCuesEnum? endRotatingCue = MySoundCuesEnum.Amb3D_GenXend, MyModelsEnum? modelCol = null, float explosionParticleEffectScale = 1) : base(modelLod0Enum, modelLod1Enum, buildType, categoryType, subCategoryType, materialType, prefabTypeFlag, minElectricCapacity: MyGameplayConstants.DEFAULT_MAX_ELECTRIC_CAPACITY, rotatingVelocity: rotatingVelocity, collisionModelEnum: modelCol, startRotatingCue: startRotatingCue, loopRotatingCue: looptRotatingCue, endRotatingCue: endRotatingCue, displayHud: true, explosionParticleEffectScale:explosionParticleEffectScale) { Range = range; }
public MyPrefabConfigurationKinematicRotating(MyModelsEnum modelBaseLod0Enum, MyModelsEnum? modelBaseLod1Enum, MySoundCuesEnum? soundOpening, MySoundCuesEnum? soundLooping, MySoundCuesEnum? soundClosing, float rotatingVelocity, BuildTypesEnum buildType, CategoryTypesEnum categoryType, SubCategoryTypesEnum? subCategoryType, MyMaterialType materialType, PrefabTypesFlagEnum prefabTypeFlag) : base(modelBaseLod0Enum, modelBaseLod1Enum, buildType, categoryType, subCategoryType, materialType, prefabTypeFlag) { SoundOpening = soundOpening; SoundLooping = soundLooping; SoundClosing = soundClosing; RotatingVelocity = rotatingVelocity; }
public MyPrefabConfigurationKinematicPart(int prefabId, MyModelsEnum modelMovingEnum, string open, string close, BuildTypesEnum buildType, CategoryTypesEnum categoryType, SubCategoryTypesEnum? subCategoryType, MyMaterialType materialType, DamageTypesEnum damageType, MyModelsEnum? modelLod1 = null, MyModelsEnum? collisionModelEnum = null) : base(modelMovingEnum, modelLod1, buildType, categoryType, subCategoryType, materialType, //0.5 because of door parts, to not take also second part PrefabTypesFlagEnum.Default, needsUpdate: true, explosionRadiusMultiplier: 0.5f, explosionDamage: 0.33f, collisionModelEnum: collisionModelEnum, explosionParticleEffectScale: 2.0f) { m_modelMovingEnum = modelMovingEnum; m_open = open; m_close = close; m_damageType = damageType; PrefabId = prefabId; }
public MyPrefabConfigurationKinematic(MyModelsEnum modelBaseLod0Enum, MyModelsEnum? modelBaseLod1Enum, List<MyPrefabConfigurationKinematicPart> kinematicParts, MySoundCuesEnum? soundOpening, MySoundCuesEnum? soundLooping, MySoundCuesEnum? soundClosing, float openTime, float closeTime, BuildTypesEnum buildType, CategoryTypesEnum categoryType, SubCategoryTypesEnum? subCategoryType, MyMaterialType materialType, PrefabTypesFlagEnum prefabTypeFlag, MyModelsEnum? collisionModelEnum = null) : base(modelBaseLod0Enum, modelBaseLod1Enum, buildType, categoryType, subCategoryType, materialType, prefabTypeFlag, collisionModelEnum: collisionModelEnum, displayHud: true) { m_openTime = openTime; m_closeTime = closeTime; KinematicParts = kinematicParts; m_soundOpening = soundOpening; m_soundLooping = soundLooping; m_soundClosing = soundClosing; }
public MyPrefabConfigurationLargeWeapon( BuildTypesEnum buildType, CategoryTypesEnum categoryType, SubCategoryTypesEnum? subCategoryType, MyMaterialType materialType, MyMwcObjectBuilder_PrefabLargeWeapon_TypesEnum weaponType, MyMwcObjectBuilder_Prefab_AppearanceEnum? factionSpecific = null, MyExplosionTypeEnum explosionType = MyExplosionTypeEnum.SMALL_SHIP_EXPLOSION, float explosionRadiusMultiplier = 5, float explosionDamageMultiplier = 300) : base(buildType, categoryType, subCategoryType, materialType, PrefabTypesFlagEnum.Default, factionSpecific: factionSpecific, explosionType: explosionType, explosionRadiusMultiplier: explosionRadiusMultiplier, explosionDamageMultiplier: explosionDamageMultiplier, requiresEnergy: true, displayHud: true) { WeaponType = weaponType; }
public MyPrefabConfigurationLargeShip( MyModelsEnum modelLod0Enum, MyModelsEnum? modelLod1Enum, BuildTypesEnum buildType, CategoryTypesEnum categoryType, SubCategoryTypesEnum? subCategoryType, MyMaterialType materialType, MyMwcObjectBuilder_Prefab_AppearanceEnum? factionSpecific = null, MyModelsEnum? collisionModelEnum = null, MyExplosionTypeEnum explosionType = MyExplosionTypeEnum.BOMB_EXPLOSION, float particleScale = 1) : base(modelLod0Enum, modelLod1Enum, buildType, categoryType, subCategoryType, materialType, PrefabTypesFlagEnum.LargeShip, factionSpecific: factionSpecific, needsUpdate: true, collisionModelEnum: collisionModelEnum, explosionType: explosionType, explosionParticleEffectScale: particleScale) { }
/// <summary> /// Creates new instance of prefab configuration without model /// </summary> /// <param name="buildType">Build type</param> /// <param name="categoryType">Category type</param> /// <param name="subCategoryType">Subcategory type</param> /// <param name="materialType">Material type</param> /// <param name="prefabTypeFlag">Prefab type flags</param> /// <param name="factionSpecific">To which faction is this prefab specific. Null if prefab is for all factions. Used for material (texture) set availability. </param> /// <param name="previewPointOfView">Indicates whether the preview image for this prefab should be from a different angle than normal. Use for flat objects that have incorrect default previews (such as signs). </param> protected MyPrefabConfiguration( BuildTypesEnum buildType, CategoryTypesEnum categoryType, SubCategoryTypesEnum? subCategoryType, MyMaterialType materialType, PrefabTypesFlagEnum prefabTypeFlag, MyMwcObjectBuilder_Prefab_AppearanceEnum? factionSpecific = null, bool needsUpdate = false, bool initPhysics = true, bool enabledInEditor = true, float rotatingVelocity = DEFAULT_ROTATING_VELOCITY, MySoundCuesEnum? startRotatingCue = null, MySoundCuesEnum? loopRotatingCue = null, MySoundCuesEnum? loopRotatingDamagedCue = null, MySoundCuesEnum? endRotatingCue = null, MyPreviewPointOfViewEnum previewPointOfView = MyPreviewPointOfViewEnum.Front, float minElectricCapacity = MyGameplayConstants.DEFAULT_MIN_ELECTRIC_CAPACITY, float maxElectricCapacity = MyGameplayConstants.DEFAULT_MAX_ELECTRIC_CAPACITY, MyExplosionTypeEnum explosionType = MyExplosionTypeEnum.SMALL_SHIP_EXPLOSION, float explosionRadiusMultiplier = 1.5f, float explosionDamageMultiplier = 1, float minSizeForExplosion = MyExplosionsConstants.MIN_OBJECT_SIZE_TO_CAUSE_EXPLOSION_AND_CREATE_DEBRIS, bool causesAlarm = false, bool requiresEnergy = false, float explosionParticleEffectScale = 1, bool displayHud = false) { //m_modelLod0Enum = null; m_modelLod1Enum = null; BuildType = buildType; CategoryType = categoryType; SubCategoryType = subCategoryType; MaterialType = materialType; PrefabTypeFlag = prefabTypeFlag; FactionSpecific = factionSpecific; EnabledInEditor = enabledInEditor; RotatingVelocity = rotatingVelocity; StartRotatingCue = startRotatingCue; LoopRotatingCue = loopRotatingCue; LoopRotatingDamagedCue = loopRotatingDamagedCue; EndRotatingCue = endRotatingCue; PreviewPointOfView = new MyPreviewPointOfView(previewPointOfView); MinElectricCapacity = minElectricCapacity; MaxElectricCapacity = maxElectricCapacity; NeedsUpdate = needsUpdate; InitPhysics = initPhysics; ExplosionType = explosionType; ExplosionRadiusMultiplier = explosionRadiusMultiplier; ExplosionDamage = explosionDamageMultiplier; ExplosionParticleEffectScale = explosionParticleEffectScale; MinSizeForExplosion = minSizeForExplosion; CausesAlarm = causesAlarm; RequiresEnergy = requiresEnergy; DisplayHud = displayHud; }
/// <summary> /// Creates new instance of prefab configuration with default prefab type flags /// </summary> /// <param name="modelLod0Enum">Model LOD0</param> /// <param name="modelLod1Enum">Model LOD2</param> /// <param name="buildType">Build type</param> /// <param name="categoryType">Category type</param> /// <param name="subCategoryType">Subcategory type</param> /// <param name="materialType">Material type</param> /// <param name="factionSpecific">To which faction is this prefab specific. Null if prefab is for all factions. Used for material (texture) set availability. </param> public MyPrefabConfiguration( MyModelsEnum modelLod0Enum, MyModelsEnum? modelLod1Enum, BuildTypesEnum buildType, CategoryTypesEnum categoryType, SubCategoryTypesEnum? subCategoryType, MyMaterialType materialType, MyMwcObjectBuilder_Prefab_AppearanceEnum? factionSpecific = null, MyModelsEnum? collisionModelEnum = null, bool needsUpdate = false, bool initPhysics = true, bool enabledInEditor = true, float rotatingVelocity = DEFAULT_ROTATING_VELOCITY, MySoundCuesEnum? startRotatingCue = null, MySoundCuesEnum? loopRotatingCue = null, MySoundCuesEnum? loopRotatingDamagedCue = null, MySoundCuesEnum? endRotatingCue = null, MyPreviewPointOfViewEnum previewAngle = MyPreviewPointOfViewEnum.Front, MyExplosionTypeEnum explosionType = MyExplosionTypeEnum.SMALL_SHIP_EXPLOSION, float explosionRadiusMultiplier = 1, float explosionDamageMultiplier = 1, float minSizeForExplosion = MyExplosionsConstants.MIN_OBJECT_SIZE_TO_CAUSE_EXPLOSION_AND_CREATE_DEBRIS, bool causesAlarm = false, bool requiresEnergy = false, float explosionParticleEffectScale = 1, bool displayHud = false) : this(modelLod0Enum, modelLod1Enum, buildType, categoryType, subCategoryType, materialType, PrefabTypesFlagEnum.Default, collisionModelEnum, factionSpecific, needsUpdate, initPhysics, enabledInEditor, rotatingVelocity, startRotatingCue, loopRotatingCue, loopRotatingDamagedCue, endRotatingCue, previewAngle, explosionType: explosionType, explosionRadiusMultiplier: explosionRadiusMultiplier, explosionDamage: explosionDamageMultiplier, minSizeForExplosion: minSizeForExplosion, causesAlarm: causesAlarm, requiresEnergy: requiresEnergy, explosionParticleEffectScale: explosionParticleEffectScale, displayHud: displayHud) { System.Diagnostics.Debug.Assert(modelLod0Enum != modelLod1Enum, "LOD0 and LOD1 models are the same!"); if (collisionModelEnum != null) { System.Diagnostics.Debug.Assert(modelLod0Enum != collisionModelEnum, "LOD0 and COL models are the same!"); System.Diagnostics.Debug.Assert(modelLod1Enum != collisionModelEnum, "LOD1 and COL models are the same!"); } }
/// <summary> /// Creates new instance of prefab configuration /// </summary> /// <param name="modelLod0Enum">Model LOD0</param> /// <param name="modelLod1Enum">Model LOD2</param> /// <param name="buildType">Build type</param> /// <param name="categoryType">Category type</param> /// <param name="subCategoryType">Subcategory type</param> /// <param name="materialType">Material type</param> /// <param name="prefabTypeFlag">Prefab type flags</param> protected MyPrefabConfiguration( MyModelsEnum modelLod0Enum, MyModelsEnum? modelLod1Enum, BuildTypesEnum buildType, CategoryTypesEnum categoryType, SubCategoryTypesEnum? subCategoryType, MyMaterialType materialType, PrefabTypesFlagEnum prefabTypeFlag, MyModelsEnum? collisionModelEnum = null, MyMwcObjectBuilder_Prefab_AppearanceEnum? factionSpecific = null, bool needsUpdate = false, bool initPhysics = true, bool enabledInEditor = true, float rotatingVelocity = DEFAULT_ROTATING_VELOCITY, MySoundCuesEnum? startRotatingCue = null, MySoundCuesEnum? loopRotatingCue = null, MySoundCuesEnum? loopRotatingDamagedCue = null, MySoundCuesEnum? endRotatingCue = null, MyPreviewPointOfViewEnum previewAngle = MyPreviewPointOfViewEnum.Front, float minElectricCapacity = MyGameplayConstants.DEFAULT_MIN_ELECTRIC_CAPACITY, float maxElectricCapacity = MyGameplayConstants.DEFAULT_MAX_ELECTRIC_CAPACITY, MyExplosionTypeEnum explosionType = MyExplosionTypeEnum.SMALL_SHIP_EXPLOSION, float explosionRadiusMultiplier = 1, float explosionDamage = 1, float minSizeForExplosion = MyExplosionsConstants.MIN_OBJECT_SIZE_TO_CAUSE_EXPLOSION_AND_CREATE_DEBRIS, bool causesAlarm = false, bool requiresEnergy = false, float explosionParticleEffectScale = 1, bool displayHud = false) : this(buildType, categoryType, subCategoryType, materialType, prefabTypeFlag, factionSpecific, needsUpdate, initPhysics, enabledInEditor, rotatingVelocity, startRotatingCue, loopRotatingCue, loopRotatingDamagedCue, endRotatingCue, previewAngle, minElectricCapacity, maxElectricCapacity, explosionType, explosionRadiusMultiplier, explosionDamage, minSizeForExplosion, causesAlarm, requiresEnergy: requiresEnergy, explosionParticleEffectScale: explosionParticleEffectScale, displayHud: displayHud) { m_modelLod0Enum = modelLod0Enum; m_modelLod1Enum = modelLod1Enum; m_collisionModelEnum = collisionModelEnum; }
public MyPrefabConfigurationParticles(MyModelsEnum modelLod0Enum, MyModelsEnum? modelLod1Enum, BuildTypesEnum buildType, CategoryTypesEnum categoryType, SubCategoryTypesEnum? subCategoryType, MyMaterialType materialType, MyParticleEffectsIDEnum effectID) : this(modelLod0Enum, modelLod1Enum, buildType, categoryType, subCategoryType, materialType, effectID, PrefabTypesFlagEnum.Default) { }
public MyPrefabConfigurationParticles(MyModelsEnum modelLod0Enum, MyModelsEnum? modelLod1Enum, BuildTypesEnum buildType, CategoryTypesEnum categoryType, SubCategoryTypesEnum? subCategoryType, MyMaterialType materialType, MyParticleEffectsIDEnum effectID, PrefabTypesFlagEnum prefabTypeFlag) : base(modelLod0Enum, modelLod1Enum, buildType, categoryType, subCategoryType, materialType, prefabTypeFlag) { EffectID = effectID; }
public MyPrefabConfigurationLight(MyModelsEnum modelLod0Enum, MyModelsEnum? modelLod1Enum, BuildTypesEnum buildType, CategoryTypesEnum categoryType, SubCategoryTypesEnum? subCategoryType, MyMaterialType materialType, MyLightPrefabTypeEnum type, MyModelsEnum? collisionModelEnum = null) : this(modelLod0Enum, modelLod1Enum, buildType, categoryType, subCategoryType, materialType, type, PrefabTypesFlagEnum.Default, collisionModelEnum) { }
public MyPrefabConfigurationHangar(MyModelsEnum modelLod0Enum, MyModelsEnum? modelLod1Enum, BuildTypesEnum buildType, CategoryTypesEnum categoryType, SubCategoryTypesEnum? subCategoryType, MyMaterialType materialType, PrefabTypesFlagEnum prefabTypeFlag, MyModelsEnum? collisionModel = null) : base(modelLod0Enum, modelLod1Enum, buildType, categoryType, subCategoryType, materialType, prefabTypeFlag, displayHud: true, collisionModelEnum: collisionModel) { }
public MyPrefabConfigurationFoundationFactory(MyModelsEnum modelLod0Enum, MyModelsEnum? modelLod1Enum, BuildTypesEnum buildType, CategoryTypesEnum categoryType, SubCategoryTypesEnum? subCategoryType, MyMaterialType materialType, MyModelsEnum? collisionModelEnum = null) : this(modelLod0Enum, modelLod1Enum, buildType, categoryType, subCategoryType, materialType, PrefabTypesFlagEnum.FoundationFactory, collisionModelEnum) { }
public MyPrefabConfigurationSound(MyModelsEnum modelLod0Enum, MyModelsEnum? modelLod1Enum, BuildTypesEnum buildType, CategoryTypesEnum categoryType, SubCategoryTypesEnum? subCategoryType, MyMaterialType materialType, MySoundCuesEnum sound) : this(modelLod0Enum, modelLod1Enum, buildType, categoryType, subCategoryType, materialType, sound, PrefabTypesFlagEnum.Default) { }
public MyPrefabConfigurationSound(MyModelsEnum modelLod0Enum, MyModelsEnum? modelLod1Enum, BuildTypesEnum buildType, CategoryTypesEnum categoryType, SubCategoryTypesEnum? subCategoryType, MyMaterialType materialType, MySoundCuesEnum sound, PrefabTypesFlagEnum prefabTypesFlag) : base(modelLod0Enum, modelLod1Enum, buildType, categoryType, subCategoryType, materialType, prefabTypesFlag, needsUpdate: true) { Sound = sound; }
public MyPrefabConfigurationHangar(MyModelsEnum modelLod0Enum, MyModelsEnum? modelLod1Enum, BuildTypesEnum buildType, CategoryTypesEnum categoryType, SubCategoryTypesEnum? subCategoryType, MyMaterialType materialType, MyModelsEnum? collisionModel = null) : this(modelLod0Enum, modelLod1Enum, buildType, categoryType, subCategoryType, materialType, PrefabTypesFlagEnum.Hangar, collisionModel: collisionModel) { }
public MyPrefabConfigurationScanner(MyModelsEnum modelLod0Enum, MyModelsEnum? modelLod1Enum, BuildTypesEnum buildType, CategoryTypesEnum categoryType, SubCategoryTypesEnum? subCategoryType, MyMaterialType materialType) : this(modelLod0Enum, modelLod1Enum, buildType, categoryType, subCategoryType, materialType, PrefabTypesFlagEnum.Scanner) { }
public static MyGuiPrefabSubCategoryTypeHelper GetMyGuiSubCategoryTypeHelper(SubCategoryTypesEnum subCategoryType) { MyGuiPrefabSubCategoryTypeHelper ret; if (m_subCategoryTypeHelpers.TryGetValue(subCategoryType, out ret)) return ret; else return null; }
public MyPrefabConfigurationScanner(MyModelsEnum modelLod0Enum, MyModelsEnum? modelLod1Enum, BuildTypesEnum buildType, CategoryTypesEnum categoryType, SubCategoryTypesEnum? subCategoryType, MyMaterialType materialType, PrefabTypesFlagEnum prefabTypeFlag) : base(modelLod0Enum, modelLod1Enum, buildType, categoryType, subCategoryType, materialType, prefabTypeFlag, needsUpdate: true, initPhysics: false, requiresEnergy: true) { }
public MyPrefabConfigurationLight(MyModelsEnum modelLod0Enum, MyModelsEnum? modelLod1Enum, BuildTypesEnum buildType, CategoryTypesEnum categoryType, SubCategoryTypesEnum? subCategoryType, MyMaterialType materialType, MyLightPrefabTypeEnum type, PrefabTypesFlagEnum prefabTypesFlag, MyModelsEnum? collisionModelEnum = null) : base(modelLod0Enum, modelLod1Enum, buildType, categoryType, subCategoryType, materialType, prefabTypesFlag, previewAngle: MyPreviewPointOfViewEnum.Bottom, needsUpdate: true, collisionModelEnum: collisionModelEnum) { LightType = type; }
public MyPrefabConfigurationAlarm(MyModelsEnum modelLod0Enum, MyModelsEnum? modelLod1Enum, MyModelsEnum modelLod0EnumOn, MyModelsEnum? modelLod1EnumOn, BuildTypesEnum buildType, CategoryTypesEnum categoryType, SubCategoryTypesEnum? subCategoryType, MyMaterialType materialType) : this(modelLod0Enum, modelLod1Enum, modelLod0EnumOn, modelLod1EnumOn, buildType, categoryType, subCategoryType, materialType, PrefabTypesFlagEnum.Alarm) { }