public ProjectileSettings(double speed, double radius, double mass, double pain, bool ignoreOtherProjectiles, RadarBlipQual qual) { this.Speed = speed; this.Radius = radius; this.Mass = mass; this.Pain = pain; this.IgnoreOtherProjectiles = ignoreOtherProjectiles; this.Qual = qual; }
/// <summary> /// The only reason you would pass in your own guid is when loading a previously saved scene (the token /// works good for processing in ram, but when stuff needs to go to file, use the guid) /// </summary> public RadarBlip(Sphere sphere, CollisionStyle collisionStyle, RadarBlipQual blipQual, long token, Guid objectID) { _sphere = sphere; _collisionStyle = collisionStyle; _token = token; _qual = blipQual; _qualInt = _qual.GetHashCode(); _objectID = objectID; }
/// <summary> /// This is the basic constructor. These are the only things that need to be passed in. /// </summary> public RadarBlip(Sphere sphere, CollisionStyle collisionStyle, RadarBlipQual blipQual, long token) : this(sphere, collisionStyle, blipQual, token, Guid.NewGuid()) { }
public Projectile(Ball ball, long shipToken, bool ignoreOtherProjectiles, double pain, SimpleMap map, RadarBlipQual blipQual, long token, Guid objectID) : base(ball, CollisionStyle.Standard, blipQual, token, objectID) { _shipToken = shipToken; _ignoreOtherProjectiles = ignoreOtherProjectiles; _pain = pain; _map = map; _map.Collisions += new CollisionsDelegate(Map_Collisions); }
public Projectile(Ball ball, long shipToken, bool ignoreOtherProjectiles, double pain, SimpleMap map, RadarBlipQual blipQual, long token) : this(ball, shipToken, ignoreOtherProjectiles, pain, map, blipQual, token, Guid.NewGuid()) { }
public ProjectileWeapon(double projectilePain, double projectileRadius, double projectileMass, double projectileSpeed, bool produceKick, bool ignoreOtherProjectiles, RadarBlipQual projectileQual, bool enforceFiringModeOuterTime, SimpleMap map, MyVector boundryLower, MyVector boundryUpper) { _projectileSettings = new ProjectileSettings(projectileSpeed, projectileRadius, projectileMass, projectilePain, ignoreOtherProjectiles, projectileQual); _enforceFiringModeOuterTime = enforceFiringModeOuterTime; _map = map; _produceKick = produceKick; if (boundryLower != null && boundryUpper != null) { _useBoundry = true; _boundryLower = boundryLower; _boundryUpper = boundryUpper; } _elapsedTime = new FiringMode(0, 0, 0); }
/// <summary> /// This is the basic constructor. These are the only things that need to be passed in. /// </summary> public BallBlip(Ball ball, CollisionStyle collisionStyle, RadarBlipQual blipQual, long token) : this(ball, collisionStyle, blipQual, token, Guid.NewGuid()) { }
public ProjectileWeapon(double projectilePain, double projectileRadius, double projectileMass, double projectileSpeed, bool produceKick, bool ignoreOtherProjectiles, RadarBlipQual projectileQual, bool enforceFiringModeOuterTime, SimpleMap map) : this(projectilePain, projectileRadius, projectileMass, projectileSpeed, produceKick, ignoreOtherProjectiles, projectileQual, enforceFiringModeOuterTime, map, null, null) { }
/// <summary> /// The only reason you would pass in your own guid is when loading a previously saved scene (the token /// works good for processing in ram, but when stuff needs to go to file, use the guid) /// </summary> public BallBlip(Ball ball, CollisionStyle collisionStyle, RadarBlipQual blipQual, long token, Guid objectID) : base(ball, collisionStyle, blipQual, token, objectID) { _ball = ball; _torqueBall = ball as TorqueBall; // if it's not, null will be stored }