예제 #1
0
		public override void LoadRules(IniFile.IniSection rules) {
			base.LoadRules(rules);

			Normalized = rules.ReadBool("Normalized");
			Translucent = rules.ReadBool("Translucent");
			IsTiberium = rules.ReadBool("IsTiberium");
			IsMeteor = rules.ReadBool("IsMeteor");
			Elasticity = rules.ReadFloat("Elasticity", 0.8f);
			MinAngularVelocity = rules.ReadFloat("MinAngularVelocity");
			MaxAngularVelocity = rules.ReadFloat("MaxAngularVelocity", 0.174528f);
			Duration = rules.ReadInt("Duration", 30);
			MinZVel = rules.ReadFloat("MinZVel", 3.5f);
			MaxZVel = rules.ReadFloat("MaxZVel", 5f);
			MaxXYVel = rules.ReadFloat("MaxXYVel", 15f);
			Spawns = Get<VoxelAnimation>(rules.ReadString("Spawns"));
			SpawnCount = rules.ReadInt("SpawnCount");
			ShareBodyData = rules.ReadBool("ShareBodyData");
			ShareTurretData = rules.ReadBool("ShareTurretData");
			ShareBarrelData = rules.ReadBool("ShareBarrelData");
			VoxelIndex = rules.ReadInt("VoxelIndex");
			StartSound = Get<Sound>(rules.ReadString("StartSound"));
			StopSound = Get<Sound>(rules.ReadString("StopSound"));
			BounceAnim = Get<Animation>(rules.ReadString("BounceAnim"));
			ExpireAnim = Get<Animation>(rules.ReadString("ExpireAnim"));
			TrailerAnim = Get<Animation>(rules.ReadString("TrailerAnim"));
			Damage = rules.ReadInt("Damage");
			DamageRadius = rules.ReadInt("DamageRadius");
			Warhead = Get<WarheadType>(rules.ReadString("Warhead"));
			AttachedSystem = Get<ParticleSystem>(rules.ReadString("AttachedSystem"));
			ShareSource = Get<TechnoType>(rules.ReadString("ShareSource"));
		}
예제 #2
0
        public override void LoadRules(IniFile.IniSection rules)
        {
            base.LoadRules(rules);

            Normalized         = rules.ReadBool("Normalized");
            Translucent        = rules.ReadBool("Translucent");
            IsTiberium         = rules.ReadBool("IsTiberium");
            IsMeteor           = rules.ReadBool("IsMeteor");
            Elasticity         = rules.ReadFloat("Elasticity", 0.8f);
            MinAngularVelocity = rules.ReadFloat("MinAngularVelocity");
            MaxAngularVelocity = rules.ReadFloat("MaxAngularVelocity", 0.174528f);
            Duration           = rules.ReadInt("Duration", 30);
            MinZVel            = rules.ReadFloat("MinZVel", 3.5f);
            MaxZVel            = rules.ReadFloat("MaxZVel", 5f);
            MaxXYVel           = rules.ReadFloat("MaxXYVel", 15f);
            Spawns             = Get <VoxelAnimation>(rules.ReadString("Spawns"));
            SpawnCount         = rules.ReadInt("SpawnCount");
            ShareBodyData      = rules.ReadBool("ShareBodyData");
            ShareTurretData    = rules.ReadBool("ShareTurretData");
            ShareBarrelData    = rules.ReadBool("ShareBarrelData");
            VoxelIndex         = rules.ReadInt("VoxelIndex");
            StartSound         = Get <Sound>(rules.ReadString("StartSound"));
            StopSound          = Get <Sound>(rules.ReadString("StopSound"));
            BounceAnim         = Get <Animation>(rules.ReadString("BounceAnim"));
            ExpireAnim         = Get <Animation>(rules.ReadString("ExpireAnim"));
            TrailerAnim        = Get <Animation>(rules.ReadString("TrailerAnim"));
            Damage             = rules.ReadInt("Damage");
            DamageRadius       = rules.ReadInt("DamageRadius");
            Warhead            = Get <WarheadType>(rules.ReadString("Warhead"));
            AttachedSystem     = Get <ParticleSystem>(rules.ReadString("AttachedSystem"));
            ShareSource        = Get <TechnoType>(rules.ReadString("ShareSource"));
        }