コード例 #1
0
        public override void Draw()
        {
            int       num     = MySandboxGame.TotalGamePlayTimeInMilliseconds - this.m_rifleGun.LastTimeShoot;
            MyGunBase gunBase = this.m_rifleGun.GunBase;

            if (gunBase.UseDefaultMuzzleFlash && (num <= gunBase.MuzzleFlashLifeSpan))
            {
                GenerateMuzzleFlash(gunBase.GetMuzzleWorldPosition(), (Vector3)gunBase.GetMuzzleWorldMatrix().Forward, 0.1f, 0.3f);
            }
        }
コード例 #2
0
        public override void Draw()
        {
            //  Draw muzzle flash
            int       deltaTime = MySandboxGame.TotalGamePlayTimeInMilliseconds - m_rifleGun.LastTimeShoot;
            MyGunBase rifleBase = m_rifleGun.GunBase;

            if (deltaTime <= rifleBase.MuzzleFlashLifeSpan)
            {
                MyParticleEffects.GenerateMuzzleFlashLocal(this.Entity, rifleBase.GetMuzzleLocalPosition(), Vector3.Forward, 0.2f, 0.3f);
            }
        }
コード例 #3
0
        public override void Draw()
        {
            //  Draw muzzle flash
            int       deltaTime = MySandboxGame.TotalGamePlayTimeInMilliseconds - m_rifleGun.LastTimeShoot;
            MyGunBase rifleBase = m_rifleGun.GunBase;

            if (rifleBase.UseDefaultMuzzleFlash && deltaTime <= rifleBase.MuzzleFlashLifeSpan)
            {
                MyParticleEffects.GenerateMuzzleFlash(rifleBase.GetMuzzleWorldPosition(), rifleBase.GetMuzzleWorldMatrix().Forward, 0.1f, 0.3f);
            }
        }
コード例 #4
0
 private void PredictTargetPosition(ref Vector3 transformedRelativeTarget, MyCharacter bot)
 {
     if (bot != null && bot.CurrentWeapon != null)
     {
         MyGunBase gun = bot.CurrentWeapon.GunBase as MyGunBase;
         if (gun != null)
         {
             float time;
             MyWeaponPrediction.GetPredictedTargetPosition(gun, bot, m_aimTarget, out transformedRelativeTarget, out time, VRage.Game.MyEngineConstants.UPDATE_STEP_SIZE_IN_SECONDS * MyBehaviorTreeCollection.UPDATE_COUNTER);
         }
     }
 }
コード例 #5
0
 private void PredictTargetPosition(ref Vector3 transformedRelativeTarget, MyCharacter bot)
 {
     if ((bot != null) && (bot.CurrentWeapon != null))
     {
         MyGunBase gunBase = bot.CurrentWeapon.GunBase as MyGunBase;
         if (gunBase != null)
         {
             float num;
             MyWeaponPrediction.GetPredictedTargetPosition(gunBase, bot, this.m_aimTarget, out transformedRelativeTarget, out num, 0.1666667f);
         }
     }
 }
コード例 #6
0
        public override void Draw()
        {
            //  Draw muzzle flash
            int       deltaTime = MySandboxGame.TotalGamePlayTimeInMilliseconds - m_rifleGun.LastTimeShoot;
            MyGunBase rifleBase = m_rifleGun.GunBase;

            if (deltaTime <= rifleBase.MuzzleFlashLifeSpan)
            {
                if (MySandboxGame.Config.GraphicsRenderer == MySandboxGame.DirectX9RendererKey)
                {
                    MyParticleEffects.GenerateMuzzleFlashLocal(Container.Entity, rifleBase.GetMuzzleLocalPosition(), Vector3.Forward, 0.1f, 0.3f);
                }
                else
                {
                    MyParticleEffects.GenerateMuzzleFlash(rifleBase.GetMuzzleWorldPosition(), rifleBase.GetMuzzleWorldMatrix().Forward, 0.1f, 0.3f);
                }
            }
        }
コード例 #7
0
        public virtual void Init(MyEntity entity, MyLargeTurretBase turretBase)
        {
            m_entity     = entity;
            m_turretBase = turretBase;
            m_gunBase    = turretBase.GunBase as MyGunBase;

            // Check for the dummy cubes for the muzzle flash positions:
            if (m_entity.Model != null)
            {
                if (m_entity.Model.Dummies.ContainsKey("camera"))
                {
                    CameraDummy = m_entity.Model.Dummies["camera"];
                }

                m_gunBase.LoadDummies(m_entity.Model.Dummies);
            }

            m_entity.OnClose += m_entity_OnClose;
        }
コード例 #8
0
        public virtual void Init(MyEntity entity, MyLargeTurretBase turretBase)
        {
            m_entity = entity;
            m_turretBase = turretBase;
            m_gunBase = turretBase.GunBase as MyGunBase;

            // Check for the dummy cubes for the muzzle flash positions:
            if (m_entity.Model != null)
            {
                if (m_entity.Model.Dummies.ContainsKey("camera"))
                {
                    CameraDummy = m_entity.Model.Dummies["camera"];
                }

                m_gunBase.LoadDummies(m_entity.Model.Dummies);
            }

            m_entity.OnClose += m_entity_OnClose;

        }