예제 #1
0
        //  This method will start sun wind. Or if there is one coming, this will reset it so it will start again.
        public static void Start()
        {
            IsActive = true;

            //m_burningCue = MyAudio.AddCue3D(MySoundCuesEnum.SfxSolarWind, m_initialSunWindPosition, m_directionFromSunNormalized, Vector3.Up, Vector3.Zero);

            const int meteorsCount = 5;
            //const int frontDistance = 1000;
            //const int sideDistance = 3000;

            const int minSpeed = 1000;
            const int maxSpeed = 4000;

            //Vector3 sphereCenter = MyCamera.Position + MyCamera.ForwardVector * frontDistance - MyCamera.LeftVector * sideDistance;
            Vector3 sphereCenter = MyCamera.Position + MyGuiScreenGamePlay.Static.GetDirectionToSunNormalized() * 10000;
            //Vector3 windForwardDirection = MyCamera.LeftVector ;

            int i = 0;

            while (i < meteorsCount)
            {
                //float distance = MyMwcUtils.GetRandomFloat(0, sphereRadius);
                //Vector3 position = sphereCenter + MyMwcUtils.GetRandomVector3Normalized() * new Vector3(distance, distance, distance);

                //Vector3 meteorDirection = (windForwardDirection + (MyMwcUtils.GetRandomVector3Normalized() * 0.05f)) * MyMwcUtils.GetRandomInt(minSpeed, maxSpeed);
                //Vector3 meteorDirection = -MyGuiScreenGamePlay.Static.GetDirectionToSunNormalized();// MyMwcUtils.GetRandomVector3HemisphereNormalized(-MyGuiScreenGamePlay.Static.GetDirectionToSunNormalized());
                Vector3 meteorDirection = MyMwcUtils.GetRandomVector3HemisphereNormalized(-MyGuiScreenGamePlay.Static.GetDirectionToSunNormalized());
                Vector3 position        = sphereCenter + meteorDirection * MyMwcUtils.GetRandomInt(100, 5000);

                //float normalizedDistance = distance / sphereRadius;

                float size = MyMwcUtils.GetRandomInt(minSize, maxSize);


                MyLine line = new MyLine(position, position + meteorDirection * 100);
                MyIntersectionResultLineBoundingSphere?result = MyEntities.GetIntersectionWithLineAndBoundingSphere(ref line, null, null, 1, null, true);
                if (result != null)
                {   //Do not create meteors colliding with base
                    if (!(result.Value.PhysObject is MyMeteor))
                    {
                        continue;
                    }
                }

                Matrix worldMatrix = Matrix.CreateFromAxisAngle(MyMwcUtils.GetRandomVector3Normalized(), MyMwcUtils.GetRandomFloat(0, MathHelper.Pi));
                worldMatrix.Translation = position;

                MyMeteor meteor = MyMeteor.GenerateMeteor(size, worldMatrix, position, m_fireMeteorMaterials[MyMwcUtils.GetRandomInt(0, m_fireMeteorMaterials.Count)]);


                float speed = MyMwcUtils.GetRandomInt(minSpeed, maxSpeed);


                meteor.Start(meteorDirection * speed, MyMwcUtils.GetRandomFloat(0, 1) > 0.92f ? 101 : 100);

                i++;
            }
        }
예제 #2
0
        public static void Update()
        {
            //  Update only if sun wind is active
            if (IsActive == false)
            {
                return;
            }

            float darkeningPhase;
            float dt;
            int   relTime = GetDarkeningPhase(out darkeningPhase, out dt);

            if (relTime > MaxTimeMs)
            {
                Clear();
                return;
            }


            MyAudio.UpdateCuePosition(ambientSound,
                                      MyCamera.Position + MyCamera.ForwardVector * -MaxSoundDistance * (1 - darkeningPhase),
                                      MyCamera.ForwardVector, MyCamera.UpVector, Vector3.Zero);
            MyAudio.UpdateCueVolume(ambientSound, darkeningPhase * MaxAmbientVolume);

            // update smoke
            foreach (SmokeParticle part in smokeParticles)
            {
                Vector3 toCamera = (MyCamera.Position - part.Pos);
                toCamera.Normalize();
                float alpha = darkeningPhase * MaxSmokeAlpha;
                part.Color = new Vector4(alpha, alpha, alpha, alpha);
                //part.Color.W = darkeningPhase;
                part.Pos   += part.Velocity * dt + toCamera * CenterBias * dt;
                part.Angle += part.AngularVelocity * dt;
            }


            // remove old ice and sparks

            m_iceList.Clear();
            foreach (IceParticle particle in iceParticles)
            {
                if (particle.StartTime + 4000 < relTime)
                {
                    m_iceList.Add(particle);
                }
            }

            foreach (IceParticle ice in m_iceList)
            {
                ice.AsteroidEntity.MarkForClose();
                Debug.Assert(ice.TrailEffect != null, "ice.TrailEffect != null");
                ice.TrailEffect.Stop();
                ice.TrailEffect = null;
                StopCue(ice.Sound);
                iceParticles.Remove(ice);
            }

            int c = 0;

            while (c < storms.Count)
            {
                ElectricStorm storm = storms[c];
                if (storm.StartTime + 1500 < relTime)
                {
                    storms.RemoveAt(c);
                    continue;
                }
                c++;
            }



            // if its dark add new sparks and ice balls
            if (darkeningPhase >= 1)
            {
                if (storms.Count < MaxSparkCount && MyMwcUtils.GetRandomInt(SparkEveryMs) < dt * 1000.0f)
                {
                    var storm = new ElectricStorm
                    {
                        Position =
                            MyCamera.Position + MyCamera.ForwardVector * 250 +
                            MyMwcUtils.GetRandomVector3HemisphereNormalized(MyCamera.ForwardVector) *
                            MyMwcUtils.GetRandomFloat(0, 300),
                        StartTime = relTime,
                        Effect    =
                            MyParticlesManager.CreateParticleEffect(
                                (int)MyParticleEffectsIDEnum.Damage_Sparks),
                    };
                    storm.Effect.WorldMatrix = Matrix.CreateTranslation(storm.Position);
                    storm.Effect.AutoDelete  = true;
                    storm.Effect.UserScale   = 2;
                    storm.Sound = MyAudio.AddCue2D(MySoundCuesEnum.SfxSpark);
                    storms.Add(storm);
                }


                if (iceParticles.Count < MaxIceCount && MyMwcUtils.GetRandomInt(IceEveryMs) < dt * 1000.0f)
                {
                    Vector3 dir = MyMwcUtils.GetRandomVector3HemisphereNormalized(MyCamera.ForwardVector);
                    Vector3 pos = MyCamera.Position + MyCamera.ForwardVector * 250 +
                                  MyMwcUtils.GetRandomVector3Normalized() * MyMwcUtils.GetRandomFloat(0, 200) +
                                  dir * MyMwcUtils.GetRandomFloat(0, 500);
                    MyMwcObjectBuilder_StaticAsteroid rockModel =
                        MySectorGenerator.GenerateStaticAsteroid(MyMwcUtils.GetRandomFloat(0.1f, 2f),
                                                                 MyStaticAsteroidTypeSetEnum.A,
                                                                 MyMwcVoxelMaterialsEnum.Ice_01, pos, random,
                                                                 asteroidTypes);
                    Matrix matrix = Matrix.CreateFromAxisAngle(MyMwcUtils.GetRandomVector3Normalized(),
                                                               MyMwcUtils.GetRandomFloat(0, MathHelper.Pi));
                    matrix.Translation = pos;
                    MyEntity asteroid = MyEntities.CreateFromObjectBuilderAndAdd(null, rockModel, matrix);
                    asteroid.Physics.Enabled = false;
                    asteroid.CastShadows     = false;

                    MyParticleEffect effect =
                        MyParticlesManager.CreateParticleEffect((int)MyParticleEffectsIDEnum.Smoke_CannonShot);
                    Vector3 velocity = -dir *MyMwcUtils.GetRandomInt(150, 400);

                    iceParticles.Add(new IceParticle
                    {
                        StartTime       = relTime,
                        Position        = pos,
                        Direction       = -dir,
                        AsteroidEntity  = asteroid,
                        TrailEffect     = effect,
                        RotAxis         = MyMwcUtils.GetRandomVector3Normalized(),
                        RotAngle        = MyMwcUtils.GetRandomRadian(),
                        AngularVelocity = MyMwcUtils.GetRandomFloat(0.2f, 10f),
                        Velocity        = velocity,
                        Sound           =
                            MyAudio.AddCue3D(MySoundCuesEnum.WepSniperHighFire2d, pos, dir,
                                             dir * -dir, velocity)
                    });
                }
            }

            // update ice parts
            foreach (IceParticle particle in iceParticles)
            {
                particle.RotAngle += particle.AngularVelocity * dt;
                particle.Position += particle.Velocity * dt;
                Matrix matrix = Matrix.CreateFromAxisAngle(particle.RotAxis, particle.RotAngle);
                matrix.Translation = particle.Position;
                particle.AsteroidEntity.SetWorldMatrix(matrix);
                Matrix trans = Matrix.CreateTranslation(-particle.Direction * 10);
                particle.TrailEffect.WorldMatrix = matrix * trans;
                MyAudio.UpdateCuePosition(particle.Sound, particle.Position, particle.Direction,
                                          particle.Direction * -particle.Direction, particle.Velocity);
            }



            lastUpdateMs = MyMinerGame.TotalGamePlayTimeInMilliseconds;
        }
예제 #3
0
        public void CalculateStartPosition(float elapsedTime, Matrix worldMatrix, float userScale, out Vector3 startOffset, out Vector3 startPosition)
        {
            Vector3 currentOffsetUntransformed;

            Offset.GetInterpolatedValue <Vector3>(elapsedTime, out currentOffsetUntransformed);

            float currentSize;

            Size.GetInterpolatedValue <float>(elapsedTime, out currentSize);
            currentSize *= MyMwcUtils.GetRandomFloat(RadiusMin, RadiusMax) * userScale;

            Vector3 localPos = Vector3.Zero;
            Vector3 worldOffset;

            Vector3.Transform(ref currentOffsetUntransformed, ref worldMatrix, out worldOffset);

            switch (Type)
            {
            case MyParticleEmitterType.Point:
                localPos = Vector3.Zero;
                break;

            case MyParticleEmitterType.Line:
                localPos = Vector3.Forward * MyMwcUtils.GetRandomFloat(0.0f, currentSize);
                break;

            case MyParticleEmitterType.Sphere:
                localPos = MyMwcUtils.GetRandomVector3Normalized() * currentSize;
                break;

            case MyParticleEmitterType.Box:
                float currentSizeHalf = currentSize * 0.5f;
                localPos =
                    new Vector3(
                        MinerWars.CommonLIB.AppCode.Utils.MyMwcUtils.GetRandomFloat(-currentSizeHalf, currentSizeHalf),
                        MinerWars.CommonLIB.AppCode.Utils.MyMwcUtils.GetRandomFloat(-currentSizeHalf, currentSizeHalf),
                        MinerWars.CommonLIB.AppCode.Utils.MyMwcUtils.GetRandomFloat(-currentSizeHalf, currentSizeHalf)
                        );
                break;

            case MyParticleEmitterType.Hemisphere:
                localPos = MyMwcUtils.GetRandomVector3HemisphereNormalized(Vector3.Forward) * currentSize;
                break;

            case MyParticleEmitterType.Circle:
                localPos = MyMwcUtils.GetRandomVector3CircleNormalized() * currentSize;
                break;

            default:
                System.Diagnostics.Debug.Assert(false);
                break;
            }

            Vector3 worldPos;

            if (DirToCamera)
            {
                Matrix WorldView = worldMatrix * MyCamera.ViewMatrix;
                WorldView.Translation += currentOffsetUntransformed;
                Matrix newWorld = WorldView * Matrix.Invert(MyCamera.ViewMatrix);

                Vector3 dir = MyCamera.Position - newWorld.Translation;
                dir.Normalize();

                Matrix matrix = MyMath.MatrixFromDir(dir);
                matrix.Translation = newWorld.Translation;

                Vector3.Transform(ref localPos, ref matrix, out worldPos);

                startOffset   = newWorld.Translation;
                startPosition = worldPos;
            }
            else
            {
                Vector3.TransformNormal(ref localPos, ref worldMatrix, out worldPos);

                startOffset   = worldOffset;
                startPosition = worldOffset + worldPos;
            }
        }