protected void _removeMissileRender(SSpaceMissileRenderInfo missileRuntime) { #if MISSILE_SHOW missileRuntime.bodyObj.renderState.toBeDeleted = true; _particlesData.removeEmitter(missileRuntime.flameSmokeEmitter); #endif #if MISSILE_DEBUG missileRuntime.debugRays.renderState.toBeDeleted = true; missileRuntime.debugCountdown.renderState.toBeDeleted = true; #endif }
protected void _addMissileRender(SSpaceMissileVisualData missile) { var missileRuntime = new SSpaceMissileRenderInfo(missile); #if MISSILE_SHOW _objScene.AddObject(missileRuntime.bodyObj); _particlesData.addEmitter(missileRuntime.flameSmokeEmitter); #endif _missileRuntimes.Add(missileRuntime); #if MISSILE_DEBUG _objScene.AddObject(missileRuntime.debugRays); _screenScene.AddObject(missileRuntime.debugCountdown); #endif }
// TODO: remove cluster??? or missile? protected void _addMissileRender(SSpaceMissileData missile) { var missileRuntime = new SSpaceMissileRenderInfo (missile); #if MISSILE_SHOW _objScene.AddObject(missileRuntime.bodyObj); _particlesData.addEmitter(missileRuntime.flameSmokeEmitter); #endif _missileRuntimes.Add(missileRuntime); #if MISSILE_DEBUG _objScene.AddObject(missileRuntime.debugRays); _screenScene.AddObject(missileRuntime.debugCountdown); #endif }
public void fadeOutMissile(SSpaceMissileRenderInfo missilerRenderInfo) { missilerRenderInfo.missile.fadeOut(); }
public void removeMissileRender(SSpaceMissileRenderInfo missileRenderInfo) { _removeMissileRender(missileRenderInfo); }