public TargetArena(App game, string faction) { this._game = game; this._objects = new GameObjectSet(game); this._targetObjects = new GameObjectSet(game); this._faction = faction; this._targetPlayer = new Player(game, (GameSession)null, new PlayerInfo() { AvatarAssetPath = string.Empty, BadgeAssetPath = string.Empty, PrimaryColor = Vector3.One, SecondaryColor = Vector3.One }, Player.ClientTypes.AI); this._objects.Add((IGameObject)this._targetPlayer); Faction faction1 = game.AssetDatabase.Factions.FirstOrDefault <Faction>((Func <Faction, bool>)(x => x.Name == faction)) ?? game.AssetDatabase.Factions.First <Faction>(); LogicalWeapon weapon = game.AssetDatabase.Weapons.FirstOrDefault <LogicalWeapon>((Func <LogicalWeapon, bool>)(x => x.WeaponName == "Mis_Missile")); LogicalWeapon weapon1 = game.AssetDatabase.Weapons.FirstOrDefault <LogicalWeapon>((Func <LogicalWeapon, bool>)(x => x.WeaponName == weapon.SubWeapon)); WeaponModelPaths weaponModelPaths1 = LogicalWeapon.GetWeaponModelPaths(weapon, faction1); WeaponModelPaths weaponModelPaths2 = LogicalWeapon.GetWeaponModelPaths(weapon1, faction1); weapon.AddGameObjectReference(); this._launcher = game.AddObject <WeaponTestWeaponLauncher>(new List <object>() { (object)this._targetPlayer.ObjectID, (object)(weapon.GameObject != null ? weapon.GameObject.ObjectID : 0), (object)weaponModelPaths1.ModelPath, (object)weaponModelPaths2.ModelPath }.ToArray()); this._objects.Add((IGameObject)this._launcher); this.ResetTargets(); }
public void FillOutModelFilesWithWeapon( LogicalWeapon weapon, Faction faction, IEnumerable <LogicalWeapon> weapons) { this.WeaponModelPath = LogicalWeapon.GetWeaponModelPaths(weapon, faction); LogicalWeapon subWeapon1 = weapon?.GetSubWeapon(weapons); LogicalWeapon secondaryWeapon = weapon?.GetSecondaryWeapon(weapons); LogicalWeapon subWeapon2 = secondaryWeapon?.GetSubWeapon(weapons); this.SubWeaponModelPath = LogicalWeapon.GetWeaponModelPaths(subWeapon1, faction); this.SecondaryWeaponModelPath = LogicalWeapon.GetWeaponModelPaths(secondaryWeapon, faction); this.SecondarySubWeaponModelPath = LogicalWeapon.GetWeaponModelPaths(subWeapon2, faction); }
public void FillOutModelFilesWithWeapon( LogicalWeapon weapon, Faction faction, string preferredMount, IEnumerable <LogicalWeapon> weapons) { this.WeaponModelPath = Ship.GetWeaponModelPathsWithFixAssetNameForDLC(weapon, faction, preferredMount); LogicalWeapon subWeapon1 = weapon?.GetSubWeapon(weapons); LogicalWeapon secondaryWeapon = weapon?.GetSecondaryWeapon(weapons); LogicalWeapon subWeapon2 = secondaryWeapon?.GetSubWeapon(weapons); this.SubWeaponModelPath = Ship.GetWeaponModelPathsWithFixAssetNameForDLC(subWeapon1, faction, preferredMount); this.SecondaryWeaponModelPath = Ship.GetWeaponModelPathsWithFixAssetNameForDLC(secondaryWeapon, faction, preferredMount); this.SecondarySubWeaponModelPath = Ship.GetWeaponModelPathsWithFixAssetNameForDLC(subWeapon2, faction, preferredMount); }