public override void OnInitialize() { base.OnInitialize(); NativeEntity.LoadGeometry(0, "objects/default/primitive_sphere.cgf"); Scale = Vec3.One * 0.5f; collisionListener = AddComponent <CollisionListener>(); collisionListener.OnCollide += OnCollide; }
public void SetUnitData(UnitData unitData) { UnitData = unitData; Health.SetMaxHealth(unitData.MaxHealth); Health.SetHealth(unitData.MaxHealth); NativeEntity.LoadGeometry(0, unitData.Mesh); NativeEntity.SetMaterial(unitData.Material); OnSetUnitData(unitData); }
// 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() { base.OnInitialize(); // Load default geometry. NativeEntity.LoadGeometry(0, "objects/default/primitive_sphere.cgf"); // Load default material. NativeEntity.SetMaterial("materials/matref_chrome128.mtl"); // Physicalize. Physics.Physicalize(10, EPhysicalizationType.ePT_Rigid); }
public override void OnInitialize() { base.OnInitialize(); collisionListener = AddComponent <CollisionListener>(); collisionListener.OnCollide += CollisionListener_OnCollide; NativeEntity.LoadGeometry(0, "objects/default/primitive_sphere.cgf"); var physParams = new SEntityPhysicalizeParams() { density = 1, mass = 10, type = (int)EPhysicalizationType.ePT_Rigid, }; NativeEntity.Physicalize(physParams); }
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); }