예제 #1
0
        protected override void OnControlReleased_UpdateCamera()
        {
            base.OnControlReleased_UpdateCamera();

            m_cameraSpring = null;
            m_cameraShake  = null;
        }
예제 #2
0
        public override void UpdateAfterSimulation()
        {
            base.UpdateAfterSimulation();

            if (m_cameraShake != null && m_cameraSpring == null)
            {
                Debug.Assert(CubeGrid != null && CubeGrid.Physics != null, "Grid is null or has no physics!");
                m_cameraSpring = new MyCameraSpring(CubeGrid.Physics);
            }

            if (m_cameraShake != null && m_cameraSpring != null)
            {
                m_cameraSpring.Update(MyEngineConstants.UPDATE_STEP_SIZE_IN_SECONDS, PositionComp.GetWorldMatrixNormalizedInv(), ref m_playerHeadSpring);
                m_cameraShake.UpdateShake(MyEngineConstants.UPDATE_STEP_SIZE_IN_SECONDS, ref m_playerHeadSpring, ref m_playerHeadShakeDir);
            }
        }
예제 #3
0
        public override void UpdateAfterSimulation()
        {
            base.UpdateAfterSimulation();

            if (m_cameraShake != null && m_cameraSpring == null)
            {
                Debug.Assert(CubeGrid != null && CubeGrid.Physics != null, "Grid is null or has no physics!");
                m_cameraSpring = new MyCameraSpring(CubeGrid.Physics);
            }

            if (m_cameraShake != null && m_cameraSpring != null)
            {
                m_cameraSpring.Update(VRage.Game.MyEngineConstants.UPDATE_STEP_SIZE_IN_SECONDS, PositionComp.WorldMatrixNormalizedInv, ref m_playerHeadSpring);
                m_cameraShake.UpdateShake(VRage.Game.MyEngineConstants.UPDATE_STEP_SIZE_IN_SECONDS, ref m_playerHeadSpring, ref m_playerHeadShakeDir);
            }
        }
예제 #4
0
        protected override void OnControlReleased_UpdateCamera()
        {
            base.OnControlReleased_UpdateCamera();

            m_cameraSpring = null;
            m_cameraShake = null;
        }