public MyEngineerToolBase(MyHandItemDefinition definition, float toolDistance, int cooldownMs) { ToolCooldownMs = cooldownMs; m_toolActionDistance = toolDistance; m_handItemDef = definition; System.Diagnostics.Debug.Assert(definition != null, "Missing definition for tool!"); if (definition != null) { m_physItemDef = MyDefinitionManager.Static.GetPhysicalItemForHandItem(definition.Id); m_gunBase = new MyToolBase(m_handItemDef.MuzzlePosition, WorldMatrix); } else { m_gunBase = new MyToolBase(Vector3.Zero, WorldMatrix); } m_activated = false; m_wasPowered = false; NeedsUpdate = MyEntityUpdateEnum.EACH_FRAME; Render.NeedsDraw = true; (PositionComp as MyPositionComponent).WorldPositionChanged = WorldPositionChanged; Render = new Components.MyRenderComponentEngineerTool(); AddDebugRenderComponent(new MyDebugRenderComponentEngineerTool(this)); }
public MyEngineerToolBase(int cooldownMs) { ToolCooldownMs = cooldownMs; m_activated = false; m_wasPowered = false; NeedsUpdate = MyEntityUpdateEnum.EACH_FRAME; Render.NeedsDraw = true; (PositionComp as MyPositionComponent).WorldPositionChanged = WorldPositionChanged; Render = new Components.MyRenderComponentEngineerTool(); AddDebugRenderComponent(new MyDebugRenderComponentEngineerTool(this)); }