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;
        }
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 /// <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;
        }
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        ///<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;
        }
Exemple #24
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        ///<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;
        }
Exemple #27
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        ///<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;
        }
Exemple #28
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        ///<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);
            }
        }