public override void CopyTo(TorqueComponent obj) { base.CopyTo(obj); ScarabCollectibleComponent obj2 = obj as ScarabCollectibleComponent; obj2.Effect = Effect; }
public override void CopyTo(TorqueComponent obj) { base.CopyTo(obj); ParallaxComponent obj2 = obj as ParallaxComponent; obj2.ScrollMagnitude = ScrollMagnitude; }
/// <summary> /// Copies the public members of this component to a new cloned object. /// </summary> /// <param name="obj"></param> public override void CopyTo(TorqueComponent obj) { TikiFlameTrapComponent obj2 = obj as TikiFlameTrapComponent; obj2.MountedWeapons = MountedWeapons; base.CopyTo(obj); }
public override void CopyTo(TorqueComponent obj) { base.CopyTo(obj); ReplacementComponent obj2 = obj as ReplacementComponent; obj2.ReplacementTemplate = ReplacementTemplate; }
public override void CopyTo(TorqueComponent obj) { base.CopyTo(obj); AIChaseComponent obj2 = obj as AIChaseComponent; obj2.Bounces = Bounces; }
public override void CopyTo(TorqueComponent obj) { base.CopyTo(obj); ItemDropComponent obj2 = obj as ItemDropComponent; obj2.DropItemTemplate = DropItemTemplate; obj2.NumItems = NumItems; }
public override void CopyTo(TorqueComponent obj) { base.CopyTo(obj); HealthCollectibleComponent obj2 = obj as HealthCollectibleComponent; obj2.HealingValue = HealingValue; }
/// <summary> /// Used in cloning /// </summary> public override void CopyTo(TorqueComponent obj) { base.CopyTo(obj); //WeaponSelectorComponent obj2 = obj as WeaponSelectorComponent; //TODO: add copy for each settable public property that isn't // marked with the attribute [XmlIgnore] // obj2.Property = Property; }
public override void CopyTo(TorqueComponent obj) { base.CopyTo(obj); OneWayPlatformComponent obj2 = obj as OneWayPlatformComponent; obj2.CanClimbThrough = CanClimbThrough; }
/// <summary> /// Yummm... Copypasta.... /// </summary> /// <param name="obj">Copypasta *drool*</param> public override void CopyTo(TorqueComponent obj) { base.CopyTo(obj); SwitchTrigger obj2 = obj as SwitchTrigger; obj2.IsOn = IsOn; obj2.SwitchBehaviors = SwitchBehaviors; }
public override void CopyTo(TorqueComponent obj) { base.CopyTo(obj); HazardComponent obj2 = obj as HazardComponent; obj2.Damage = Damage; }
/// <summary> /// Copies all exposed variables to the spawned instance of the scene object. /// </summary> /// <param name="obj">The object to be copied.</param> public override void CopyTo(TorqueComponent obj) { base.CopyTo(obj); KushlingActorComponent obj2 = obj as KushlingActorComponent; obj2.Damage = Damage; }
public override void CopyTo(TorqueComponent obj) { base.CopyTo(obj); WeakSpotComponent obj2 = obj as WeakSpotComponent; obj2.Health = Health; obj2.Armor = Armor; }
/// <summary> /// Used in cloning /// </summary> public override void CopyTo(TorqueComponent obj) { base.CopyTo(obj); SeekComponent obj2 = obj as SeekComponent; //TODO: add copy for each settable public property that isn't // marked with the attribute [XmlIgnore] // obj2.Property = Property; obj2.SatisfactionRadius = SatisfactionRadius; }
public override void CopyTo(TorqueComponent obj) { base.CopyTo(obj); AIHybridComponent obj2 = obj as AIHybridComponent; obj2.MaxRangedDist = MaxRangedDist; obj2.MinRangedDist = MinRangedDist; }
/// <summary> /// Copy that shit over, yo! /// </summary> /// <param name="obj">A new broheim that's being created.</param> public override void CopyTo(TorqueComponent obj) { base.CopyTo(obj); PuzzleElementComponent obj2 = obj as PuzzleElementComponent; obj2.Switches = Switches; obj2.PuzzleBehaviors = PuzzleBehaviors; }
public override void CopyTo(TorqueComponent obj) { base.CopyTo(obj); BaseAIComponent obj2 = obj as BaseAIComponent; obj2.AttackDist = AttackDist; obj2.AlertDist = AlertDist; obj2.Attacks = Attacks; }
public override void CopyTo(TorqueComponent obj) { base.CopyTo(obj); BoundedRotationComponent obj2 = obj as BoundedRotationComponent; obj2.StartRotation = StartRotation; obj2.EndRotation = EndRotation; obj2.FacingLeft = FacingLeft; }
public override void CopyTo(TorqueComponent obj) { base.CopyTo(obj); ProjectileComponent obj2 = obj as ProjectileComponent; obj2.Gravity = Gravity; obj2.MilliSecondsToLive = MilliSecondsToLive; obj2.Damage = Damage; }
public override void CopyTo(TorqueComponent obj) { base.CopyTo(obj); EnemyActorComponent obj2 = obj as EnemyActorComponent; obj2.AIComponent = AIComponent; obj2.CrystalTemplate = CrystalTemplate; obj2.NumDroppedCrystals = NumDroppedCrystals; }
/// <summary> /// Used in cloning /// </summary> public override void CopyTo(TorqueComponent obj) { base.CopyTo(obj); WeightedSteeringComponent obj2 = obj as WeightedSteeringComponent; //TODO: add copy for each settable public property that isn't // marked with the attribute [XmlIgnore] // obj2.Property = Property; obj2.ArriveWeight = ArriveWeight; obj2.SeekWeight = SeekWeight; obj2.WanderWeight = WanderWeight; }
///<summary> ///Used in cloning ///</summary> public override void CopyTo(TorqueComponent obj) { base.CopyTo(obj); PlayerInputComponent obj2 = obj as PlayerInputComponent; if (obj2 == null) return; //TODO: add copy for each settable public property that isn't // marked with the attribute [XmlIgnore] // obj2.Property = Property; obj2.PlayerIndex = PlayerIndex; }
///<summary> ///Used in cloning ///</summary> public override void CopyTo(TorqueComponent obj) { base.CopyTo(obj); ShadowComponent obj2 = obj as ShadowComponent; if (obj2 == null) return; //TODO: add copy for each settable public property that isn't // marked with the attribute [XmlIgnore] // obj2.Property = Property; obj2.ShadowTemplate = ShadowTemplate; }
///<summary> ///Used in cloning ///</summary> public override void CopyTo(TorqueComponent obj) { base.CopyTo(obj); RepellerComponent obj2 = obj as RepellerComponent; if (obj2 == null) return; //TODO: add copy for each settable public property that isn't //marked with the attribute [XmlIgnore] //obj2.Property = Property; obj2.Strength = Strength; }
///<summary> ///Used in cloning ///</summary> public override void CopyTo(TorqueComponent obj) { base.CopyTo(obj); MicrobeCollisionComponent obj2 = obj as MicrobeCollisionComponent; if (obj2 == null) return; //TODO: add copy for each settable public property that isn't //marked with the attribute [XmlIgnore] //obj2.Property = Property; obj2.CollidesWith = CollidesWith; }
///<summary> ///Used in cloning ///</summary> public override void CopyTo(TorqueComponent obj) { base.CopyTo(obj); EngineAudioComponent obj2 = obj as EngineAudioComponent; if (obj2 == null) return; //TODO: add copy for each settable public property that isn't // marked with the attribute [XmlIgnore] // obj2.Property = Property; obj2.PauseEngineSound = PauseEngineSound; }
///<summary> ///Used in cloning ///</summary> public override void CopyTo(TorqueComponent obj) { base.CopyTo(obj); LifeSpanComponent obj2 = obj as LifeSpanComponent; if (obj2 == null) return; //TODO: add copy for each settable public property that isn't //marked with the attribute [XmlIgnore] //obj2.Property = Property; obj2.LifeSpan = LifeSpan; obj2.LifeSpanVariation = LifeSpanVariation; }
///<summary> ///Used in cloning ///</summary> public override void CopyTo(TorqueComponent obj) { base.CopyTo(obj); CameraComponent obj2 = obj as CameraComponent; if (obj2 == null) return; //TODO: add copy for each settable public property that isn't // marked with the attribute [XmlIgnore] // obj2.Property = Property; obj2.CameraCenter = CameraCenter; obj2.CameraExtent = CameraExtent; }
public override void CopyTo(TorqueComponent obj) { base.CopyTo(obj); WeakSpotComponent obj2 = obj as WeakSpotComponent; obj2.TargetObject = TargetObject; obj2.MountEvent = MountEvent; obj2.MountFrame = MountFrame; obj2.DismountFrame = DismountFrame; obj2.MountLPName = MountLPName; obj2.Health = Health; obj2.Armor = Armor; }
public override void CopyTo(TorqueComponent obj) { base.CopyTo(obj); T2DAnimationComponent obj2 = (T2DAnimationComponent)obj; obj2._animations.Clear(); for (int i = 0; i < _animations.Count; i++) obj2._animations.Add(_animations[i]); obj2._animationInstance.Clear(); for (int i = 0; i < _animationInstance.Count; i++) { AnimationInstance inst = _animationInstance[i]; inst.Parameter = null; if (inst.Started && !inst.Finished) // pause is ok, but mid-play is converted to restart inst.Started = false; obj2._animationInstance.Add(inst); } }