public LunarVehicle GetLunarLander(Vector3 pos, Vector3 size, Matrix orient, Model model) { //Box boxPrimitive = new Box(-.5f * size, orient, size); // this is relative to the Body! LunarVehicle lander = new LunarVehicle( pos, size, orient, model, 0 ); //newObjects.Add(lander.ID, lander); return lander; }
private Gobject CreateLunarLander() { Vector3 scale = new Vector3(2, 2, 2); LunarVehicle lander = new LunarVehicle( Vector3.Zero, scale, Matrix.Identity, landerModel, 0 ); return lander; }
/// <summary> /// CLIENT SIDE /// client should do something oriented to the specific game here, like player bullets or cars. /// The server has granted the object request and this is where we handle the response it has sent back to the client /// This is called from the Network code, thus in the Network threads /// </summary> /// <param name="objectid"></param> /// <param name="asset"></param> public override void ProcessObjectAdded(int ownerid, int objectid, int asset) { Gobject newobject = assetManager.GetNewInstance((AssetTypes)asset); newobject.ID = objectid; physicsManager.AddNewObject(newobject); if (ownerid == MyClientID) // Only select the new car if its OUR new car { if (newobject is LunarVehicle) { lander = (LunarVehicle)newobject; SelectGameObject(lander); } } }