예제 #1
0
        // Fragments initialisation
        public void InitMeshFragments()
        {
            // No fragments
            if (HasFragments == false)
            {
                return;
            }

            // Set velocity
            RFPhysic.SetFragmentsVelocity(this);

            // Sum total new fragments amount
            RayfireMan.inst.advancedDemolitionProperties.currentAmount += fragments.Count;

            // Set ancestor and descendants
            if (reset.mesh == RFReset.MeshResetType.ReuseInputMesh)
            {
                RFLimitations.SetAncestor(this);
                RFLimitations.SetDescendants(this);
            }

            // Fading. move to fragment
            if (fading.onDemolition == true)
            {
                fading.DemolitionFade(fragments);
            }
        }
예제 #2
0
        // Fragments initialisation
        void InitFragments()
        {
            // No fragments
            if (HasFragments == false)
            {
                return;
            }

            // Set velocity
            RFPhysic.SetFragmentsVelocity(this);

            // TODO set current frame for cluster demol types

            // Sum total new fragments amount
            RayfireMan.inst.advancedDemolitionProperties.currentAmount += fragments.Count;

            // Set ancestor
            RFLimitations.SetAncestor(this);
            RFLimitations.SetDescendants(this);

            // Fading. move to fragment
            if (fading.onDemolition == true)
            {
                fading.DemolitionFade(fragments);
            }
        }