public ShipObj(MobileFortressClient game, Vector3 position, Quaternion orientation, ShipData data) : base(game, position, orientation, 2) { Data = data; Data.ComposeHitbox(); Data.Hitbox.Position = position; Sector.Redria.Space.Add(Data.Hitbox); this.Entity = Data.Hitbox; //Thrusters = new SingleEntityLinearMotor(Entity, Position); //ControlSurfaces = new SingleEntityAngularMotor(Entity); //ControlSurfaces.Settings.Mode = MotorMode.Servomechanism; //ControlSurfaces.Settings.Servo.MaxCorrectiveVelocity = 2; //Thrusters.Settings.Mode = MotorMode.VelocityMotor; //Thrusters.Settings.VelocityMotor.Softness = 0.002f; //Sector.Redria.Space.Add(Thrusters); //Sector.Redria.Space.Add(ControlSurfaces); Entity.IsAffectedByGravity = false; engineNoise = Resources.Sounds.Engine.CreateInstance(); engineNoise.Apply3D(Camera.Audio, Audio); engineNoise.IsLooped = true; engineNoise.Play(); Entity.CollisionInformation.Tag = this; }
public ShipObj(MobileFortressClient game,Vector3 position, Quaternion orientation, ShipData data) : base(game,position,orientation,2) { Data = data; Data.ComposeHitbox(); Data.Hitbox.Position = position; Sector.Redria.Space.Add(Data.Hitbox); this.Entity = Data.Hitbox; //Thrusters = new SingleEntityLinearMotor(Entity, Position); //ControlSurfaces = new SingleEntityAngularMotor(Entity); //ControlSurfaces.Settings.Mode = MotorMode.Servomechanism; //ControlSurfaces.Settings.Servo.MaxCorrectiveVelocity = 2; //Thrusters.Settings.Mode = MotorMode.VelocityMotor; //Thrusters.Settings.VelocityMotor.Softness = 0.002f; //Sector.Redria.Space.Add(Thrusters); //Sector.Redria.Space.Add(ControlSurfaces); Entity.IsAffectedByGravity = false; engineNoise = Resources.Sounds.Engine.CreateInstance(); engineNoise.Apply3D(Camera.Audio, Audio); engineNoise.IsLooped = true; engineNoise.Play(); Entity.CollisionInformation.Tag = this; }
public PhysicsObj(MobileFortressClient game, Vector3 position, Quaternion orientation, ushort resource) : base(game) { Resource = Resources.GetResource(resource); Entity = Resources.GetEntity(position, resource); Entity.PositionUpdateMode = PositionUpdateMode.Continuous; game.Components.Add(this); Sector.Redria.Add(this); }
public PhysicsObj(MobileFortressClient game, Vector3 position, Quaternion orientation, ushort resource) : base(game) { Resource = Resources.GetResource(resource); Entity = Resources.GetEntity(position, resource); Entity.PositionUpdateMode = PositionUpdateMode.Continuous; game.Components.Add(this); Sector.Redria.Add(this); }
public Rocket(MobileFortressClient game, ushort resource, Vector3 position, Quaternion orientation) : base(game, resource, position, orientation) { rocketEngineSound = Resources.Sounds.RocketEngine.CreateInstance(); UpdateAudio(); SoundEffectInstance rocketNoise = Resources.Sounds.WeaponSounds[3].CreateInstance(); rocketNoise.Apply3D(Camera.Audio,Audio); rocketNoise.Play(); rocketEngineSound.IsLooped = true; rocketEngineSound.Apply3D(Camera.Audio, Audio); rocketEngineSound.Play(); }
public Rocket(MobileFortressClient game, ushort resource, Vector3 position, Quaternion orientation) : base(game, resource, position, orientation) { rocketEngineSound = Resources.Sounds.RocketEngine.CreateInstance(); UpdateAudio(); SoundEffectInstance rocketNoise = Resources.Sounds.WeaponSounds[3].CreateInstance(); rocketNoise.Apply3D(Camera.Audio, Audio); rocketNoise.Play(); rocketEngineSound.IsLooped = true; rocketEngineSound.Apply3D(Camera.Audio, Audio); rocketEngineSound.Play(); }
public PhysicsObj(MobileFortressClient game) : base(game) { }
public PhysicsObj(MobileFortressClient game) : base(game) { }
public MobileObj(MobileFortressClient game, ushort resource, Vector3 position, Quaternion orientation, Vector3 velocity) : base(game, position, orientation, resource) { Velocity = velocity; }
public MobileObj(MobileFortressClient game, ushort resource, Vector3 position, Quaternion orientation, Vector3 velocity) : base(game, position, orientation, resource) { Velocity = velocity; }