Пример #1
0
        protected void _createLaser()
        {
            var laserParams = new SLaserParameters();

            laserParams.numBeams = rand.Next(1, 6);
            if (laserParams.numBeams == 2)
            {
                // 2's don't look too great
                laserParams.numBeams = 1;
            }
            laserParams.beamStartPlacementScale = 2f * (float)rand.NextDouble();
            laserParams.beamDestSpread          = (float)Math.Pow(rand.NextDouble(), 3.0)
                                                  * laserParams.beamStartPlacementScale;

            laserParams.backgroundColor         = Color4Helper.RandomDebugColor();
            laserParams.overlayColor            = Color4.White;
            laserParams.middleInterferenceColor = Color4.White;

            //laserParams.driftModulationFuncStr = (rand.NextDouble() * 0.1).ToString();

            var newLaser = laserManager.addLaser(laserParams, droneObj1, droneObj2);

            newLaser.sourceTxfm    = laserSourceTxfm;
            newLaser.beamObstacles = new List <SSObject> ();
            newLaser.beamObstacles.Add(droneObj2);

            activeLaser.Target = newLaser;
        }
Пример #2
0
            public SSpaceMissileRenderInfo(SSpaceMissileVisualData missile)
            {
                this.missile = missile;
                var mParams = missile.parameters as SSpaceMissileVisualParameters;

                bodyObj       = new SSObjectMesh(mParams.missileBodyMesh());
                bodyObj.Scale = new Vector3(mParams.missileBodyScale);
                bodyObj.renderState.castsShadow     = false;
                bodyObj.renderState.receivesShadows = false;
                //bodyObj.renderState.visible = false;
                bodyObj.Name = "a missile body";

                #if MISSILE_DEBUG
                debugRays                = new MissileDebugRays(missile);
                debugCountdown           = new SSObject2DSurface_AGGText();
                debugCountdown.Size      = 2f;
                debugCountdown.MainColor = Color4Helper.RandomDebugColor();
                #endif

                flameSmokeEmitter = new SSRadialEmitter();
                flameSmokeEmitter.effectorMask            = (ushort)ParticleEffectorMasks.EjectionSmoke;
                flameSmokeEmitter.life                    = mParams.flameSmokeDuration;
                flameSmokeEmitter.color                   = new Color4(1f, 1f, 1f, 1f);
                flameSmokeEmitter.billboardXY             = true;
                flameSmokeEmitter.particlesPerEmissionMin = mParams.smokePerEmissionMin;
                flameSmokeEmitter.particlesPerEmissionMax = mParams.smokePerEmissionMax;
                flameSmokeEmitter.spriteRectangles        = mParams.smokeSpriteRects;
                //smokeEmitter.phiMin = 0f;
                //smokeEmitter.phiMax = (float)Math.PI/6f;
                flameSmokeEmitter.phiMin             = (float)Math.PI / 3f;
                flameSmokeEmitter.phiMax             = (float)Math.PI / 2f;
                flameSmokeEmitter.orientationMin     = new Vector3(0f, 0f, 0f);
                flameSmokeEmitter.orientationMax     = new Vector3(0f, 0f, 2f * (float)Math.PI);
                flameSmokeEmitter.angularVelocityMin = new Vector3(0f, 0f, -1f);
                flameSmokeEmitter.angularVelocityMax = new Vector3(0f, 0f, +1f);

                flameSmokeEmitter.radiusOffsetMin = 0f;
                flameSmokeEmitter.radiusOffsetMax = 0.1f;

                // positions emitters and mesh
                preRenderUpdate(0f);
            }