/// <summary> /// Removes all entities - TODO - this will have to be unified in MyEntities.cs /// </summary> void RemoveAllEntities() { //MyEditor.Static.DeleteAllFromCollidingList(); MyEditor.Static.CollidingElements.Clear(); MyEntities.CollisionsElements.Clear(); MyEditorGizmo.ClearSelection(); MyEntities.CloseAll(false); MyVoxelMaps.RemoveAll(); }
void OnParticleStressTest(MyGuiControlButton sender) { MyEntities.CloseAll(false); Vector3 position = MyCamera.Position + MyCamera.ForwardVector * 300; int explosionCount = 50; float particlesDistance = 60; Vector3 particlePosition = position + MyCamera.LeftVector * particlesDistance * (explosionCount / 2); for (int i = 0; i < explosionCount; i++) { MyParticleEffect effect = MyParticlesManager.CreateParticleEffect((int)MyParticleEffectsIDEnum.Explosion_Blaster); effect.WorldMatrix = Matrix.CreateTranslation(particlePosition); effect.OnDelete += new EventHandler(effect_OnDelete); particlePosition += -MyCamera.LeftVector * particlesDistance; } }
void ClearSector() { MyEntities.CloseAll(false); }