public void RemoveHighlight() { if (!controller.Occupied) { NativeEntity.SetSlotMaterial(slotInteractionPlate, AssetLibrary.Materials.GreyMin); } }
// GameObject core; public override void OnInitialize() { base.OnInitialize(); Health = new Health(); NativeEntity.LoadGeometry(0, AssetLibrary.Meshes.BasePlate); NativeEntity.SetMaterial(AssetLibrary.Materials.BasePlate); NativeEntity.LoadGeometry(1, AssetLibrary.Meshes.Diamond); NativeEntity.SetSlotMaterial(1, AssetLibrary.Materials.BaseCore); NativeEntity.SetSlotLocalTM(1, Matrix34.Create(Vec3.One, Quat.Identity, new Vec3(0, 0, 2f))); }
public override void OnInitialize() { var physParams = new SEntityPhysicalizeParams() { mass = -1, density = -1, type = (int)EPhysicalizationType.ePT_Rigid, }; // Create the mesh that responds to mouse interaction NativeEntity.LoadGeometry(slotInteractionPlate, AssetLibrary.Meshes.Hexagon); NativeEntity.SetSlotMaterial(slotInteractionPlate, AssetLibrary.Materials.GreyMin); // Create the BasePlate that represents the Construction Point. NativeEntity.LoadGeometry(slotBasePlate, AssetLibrary.Meshes.BasePlate); NativeEntity.SetSlotMaterial(slotBasePlate, AssetLibrary.Materials.BasePlate); NativeEntity.Physicalize(physParams); }
void Controller_OnUnitRemoved(Unit unit) { NativeEntity.SetSlotMaterial(slotInteractionPlate, AssetLibrary.Materials.GreyMin); }
void Controller_OnOccupiedStateChanged() { var material = controller.Occupied ? AssetLibrary.Materials.Green : AssetLibrary.Materials.GreyMin; NativeEntity.SetSlotMaterial(slotInteractionPlate, material); }