public DustParticle(Vector3 _position, DustParticleGenerator _home) : base("Textures/DustParticleTexture", _position) { home = _home; Random random = new Random((int)(_position.X + _position.Y + _position.Z)); Scale = 0.1f; }
private float zSpeed = 20.0f; // The speed the ship is moving at #endregion Fields #region Constructors public Fighter(long _uniqueId, Vector3 _position, Quaternion _rotation, Team _team, SpawnShip _home) : base(_uniqueId, _position, _rotation, _team) { myAI = new AI(this); SHIELD_RECOVER_RATE /= 5; Damage = 0.5f; MAX_HEALTH = 5; Health = MaxHealth; MAX_SHIELDS = 5; Shields = MaxShields; PRIMARY_RANGE = 1000000f; SECONDARY_RANGE = 800000f; INTEREST_TIME = 20; interestTimer = INTEREST_TIME; maxJitterPosition = new Vector3(0.5f, 0.5f, 0.5f); minJitterPosition = -maxJitterPosition; maxJitterRotation = Quaternion.Identity; minJitterRotation = maxJitterRotation; maxJitterPositionVelocity = new Vector3(0.5f, 0.5f, 0.5f); minJitterPositionVelocity = -maxJitterPositionVelocity; maxJitterRotationVelocity = Quaternion.Identity; minJitterRotationVelocity = maxJitterRotationVelocity; home = _home; random = new Random((int)_uniqueId); dustGenerator = new DustParticleGenerator(this); trailGenerators = new List<EngineTrailParticleGenerator>(); Active = false; }
public DustParticle createDustParticle(Vector3 _position, DustParticleGenerator _home) { return new DustParticle(_position, _home); }