Esempio n. 1
0
        public void CreatePunch(Vector3 pos, Vector3 dir, bool player)
        {
            GameEntity entity = new GameEntity("punch");

            Entity data = new Box(pos, .5f, .5f, .5f, 300);

            data.CollisionInformation.CollisionRules.Group = (Game as Game1).punchCollisionGroup;
            data.PositionUpdateMode = BEPUphysics.PositionUpdating.PositionUpdateMode.Continuous;

            data.LinearVelocity = dir * 50;
            entity.AddSharedData(typeof(Entity), data);

            PhysicsComponent roomPhysics = new PhysicsComponent(mainGame, entity);

            entity.AddComponent(typeof(PhysicsComponent), roomPhysics);
            genComponentManager.AddComponent(roomPhysics);

            PunchController controller = new PunchController(mainGame, entity, player);

            entity.AddComponent(typeof(PunchController), controller);
            genComponentManager.AddComponent(controller);
        }
Esempio n. 2
0
        public void CreatePunch(Vector3 pos, Vector3 dir, bool player)
        {
            GameEntity entity = new GameEntity("punch");

            Entity data = new Box(pos, .5f, .5f, .5f, 300);
            data.CollisionInformation.CollisionRules.Group = (Game as Game1).punchCollisionGroup;
            data.PositionUpdateMode = BEPUphysics.PositionUpdating.PositionUpdateMode.Continuous;

            data.LinearVelocity = dir * 50;
            entity.AddSharedData(typeof(Entity), data);

            PhysicsComponent roomPhysics = new PhysicsComponent(mainGame, entity);
            entity.AddComponent(typeof(PhysicsComponent), roomPhysics);
            genComponentManager.AddComponent(roomPhysics);

            PunchController controller = new PunchController(mainGame, entity, player);
            entity.AddComponent(typeof(PunchController), controller);
            genComponentManager.AddComponent(controller);
        }