Esempio n. 1
0
        protected void initBarrack(SceneNode islandNode, float positionOnIsland)
        {
            String nameSuffix = tileID.ToString();

            installationEntity = sceneMgr.CreateEntity("Barracks" + nameSuffix, "Barracks.mesh");
            installationNode   =
                islandNode.CreateChildSceneNode("Barracks" + nameSuffix, new Vector3(0, 0, positionOnIsland - 5.0f));
            installationNode.AttachObject(installationEntity);
            installationNode.Scale(new Vector3(1.0f, 1.2f, 1.0f));

            installationNode.Translate(new Vector3(0.0f, levelTile.HitBound.LowestY, 0.0f));

            if (LevelView.IsNightScene && EngineConfig.ShadowsQuality == 0) // cienie nie lubia innych zrodel swiatla :/
            {
                InitLightFlare(new ColourValue(1f, 1f, 0.9f), new Vector3(0, 1.9f, -2.6f), new Vector2(1.5f, 1.5f));
            }

            if (EngineConfig.DisplayingMinimap)
            {
                minimapItem =
                    new MinimapItem(installationNode, framework.MinimapMgr, "Cube.mesh", new ColourValue(0, 0.8f, 0),
                                    installationEntity);
                minimapItem.ScaleOverride = new Vector2(0, 13); // stala wysokosc bunkra, niezale¿na od bounding box
                minimapItem.Refresh();
            }
        }
Esempio n. 2
0
        protected override void preInitOnScene()
        {
            ammunitionModel = sceneMgr.CreateEntity("Flak" + ammunitionID.ToString(), "FlakBullet.mesh");
            ammunitionNode  =
                sceneMgr.RootSceneNode.CreateChildSceneNode("Flak" + ammunitionID.ToString(),
                                                            hiddenPosition);

            Vector3 oVector = new Vector3(0, 0, -1);

            innerNode =
                ammunitionNode.CreateChildSceneNode("FlakInner" + ammunitionID.ToString(), new Vector3(0, 0, 0));
            innerNode.AttachObject(ammunitionModel);
            innerNode.SetScale(0.7f, 0.7f, 0.7f);
            missileAnimation         = new ConstRotateNodeAnimation(innerNode, 75, oVector, "ConstRot");
            missileAnimation.Enabled = true;
            missileAnimation.Looped  = true;

            if (EngineConfig.DisplayingMinimap)
            {
                minimapItem =
                    new MinimapItem(ammunitionNode, framework.MinimapMgr, "Cube.mesh", ColourValue.White,
                                    ammunitionModel);
                minimapItem.ScaleOverride = new Vector2(4, 2);
                minimapItem.Refresh();
                minimapItem.Hide();
            }

            ammunitionNode.SetVisible(false);
            innerNode.SetVisible(false);
        }
Esempio n. 3
0
        private void initBunker(SceneNode shipSceneNode, float positionOnShip)
        {
            String nameSuffix = tileID.ToString();

            installationNode = shipSceneNode.CreateChildSceneNode("GunEmplacement" + nameSuffix);
            installationNode.Translate(new Vector3(0.0f, UnitConverter.LogicToWorldUnits(new PointD(0, (levelTile.YBegin + levelTile.YEnd) / 2.0f)).y - 0.4f, positionOnShip));



            installationEntity = sceneMgr.CreateEntity("ShipFlakBase" + nameSuffix, "ShipFlakBase.mesh");
            installationNode.AttachObject(installationEntity);

            isConcrete = false;
            if (LevelTile is ConcreteBunkerTile)
            {
                isConcrete = true;
                installationEntity.SetMaterialName("Concrete"); // aby by³ betonowy
            }

            flakBarrel = sceneMgr.CreateEntity("ShipFlakBarrel" + nameSuffix, "ShipFlakBarrel.mesh");
            gunNode    = installationNode.CreateChildSceneNode("ShipFlakBarrelNode" + nameSuffix, new Vector3(0.0f, 0.9f, 0.0f));
            gunNode.AttachObject(flakBarrel);

            if (HasRockets)
            {
                for (int i = -1; i <= 1; i += 2)
                {
                    Entity    rocketBayEntity = sceneMgr.CreateEntity("RocketBay" + nameSuffix + "_" + i, "RocketBay.mesh");
                    SceneNode rocketBayNode   = installationNode.CreateChildSceneNode(rocketBayEntity.Name + "Node",
                                                                                      new Vector3(2.0f * i, -0.2f, levelTile.ViewXShift));
                    //  rocketBayNode.SetScale(1, 4, 1);
                    rocketBayNode.AttachObject(rocketBayEntity);
                }
            }

            if (EngineConfig.DisplayingMinimap)
            {
                minimapItem =
                    new MinimapItem(installationNode, framework.MinimapMgr, "Cube.mesh", ColourValue.Red, installationEntity);
                minimapItem.MinimapObjectsDepth = 5.0f;
                minimapItem.ScaleOverride       = new Vector2(3, 10); // stala wysokosc dziala, niezale¿na od bounding box
                minimapItem.Refresh();
            }

            barrelState         = flakBarrel.GetAnimationState("manual");
            barrelState.Enabled = true;
            barrelState.Loop    = true;
            animableElements.Add(barrelState);
        }
Esempio n. 4
0
        private void initBunker(SceneNode islandNode, float positionOnIsland)
        {
            if (LevelTile is FlakBunkerTile)
            {
                initFlakBunker(islandNode, positionOnIsland);
            }
            else
            {
                initRegularBunker(islandNode, positionOnIsland);
            }


            // init rockets
            if (HasRockets)
            {
                initRockets(islandNode, positionOnIsland);
            }


            String nameSuffix = tileID.ToString();

            if (EngineConfig.DisplayingMinimap)
            {
                ColourValue col = ColourValue.Red;
                if (isConcrete)
                {
                    col = new ColourValue(0, 0, 1);
                }

                minimapItem =
                    new MinimapItem(gunPlaceNode, framework.MinimapMgr, "Cube.mesh", col, installationEntity);
                minimapItem.ScaleOverride = new Vector2(0, 13); // stala wysokosc dziala, niezale¿na od bounding box
                minimapItem.Refresh();
            }



            barrelState         = flakBarrel.GetAnimationState("manual");
            barrelState.Enabled = true;
            barrelState.Loop    = true;
            animableElements.Add(barrelState);


            if ((levelTile as BunkerTile).UsingReflector)
            {
                initReflector();
            }
        }