Пример #1
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        public virtual cForce copy( )
        {
            cForce f = new cForce();

            f.copy(this);
            return(f);
        }
Пример #2
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 public override void copy(cForce pforce)
 {
     base.copy(pforce);
     if (!pforce.IsKindOf("CenteringForce"))
     {
         return;
     }
     CenteringForce pforcechild = (CenteringForce)pforce;
     //copy fields here
 }
Пример #3
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        public override void copy(cForce pforce)
        {
            base.copy(pforce);
            if (!pforce.IsKindOf("cForceMinionMovement"))
            {
                return;
            }
            cForceMinionMovement pforcechild = (cForceMinionMovement)pforce;

            moveTowards = pforcechild.moveTowards;
        }
Пример #4
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        public override void copy(cForce pforce)
        {
            base.copy(pforce);
            if (!(pforce is cForceDrag))
            {
                return;
            }
            cForceDrag pforcechild = (cForceDrag)pforce; // Cast so as to access fields.

            _windvector = pforcechild._windvector;
        }
Пример #5
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        /* 25.0 seems to work well as a default value.
         * Since I often use this in 2D games, we'll make the default gravity be negative Y reather than
         * the negative Z we'd normally want for 3D games. */

        public override void copy(cForce pforce)
        {
            base.copy(pforce);
            if (!(pforce is aiEnemyForce))
            {
                return;
            }
            aiEnemyForce pforcechild = (aiEnemyForce)(pforce);

            _pulldirection = pforcechild._pulldirection;
        }
Пример #6
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        public override void copy(cForce pforce)
        {
            base.copy(pforce);
            if (!(pforce is cForceGravity))
            {
                return;
            }
            cForceObjectSpringRod pforcechild = ( cForceObjectSpringRod )(pforce);

            _rodlength = pforcechild._rodlength;
        }
Пример #7
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        public override void copy(cForce pforce)
        {
            base.copy(pforce);
            if (!(pforce is cForceClassEvade <DataType>))
            {
                return;
            }
            cForceClassEvade <DataType> pforcechild = (cForceClassEvade <DataType>)(pforce);

            _dartspeedup = pforcechild._dartspeedup;
        }
Пример #8
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        public override void copy(cForce pforce)
        {
            base.copy(pforce);
            if (!(pforce is cForceObject))
            {
                return;
            }
            cForceObject pForceObject = ( cForceObject )(pforce);

            _pnode = pForceObject._pnode;             //Want a shallow copy
        }
Пример #9
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        /* 25.0 seems to work well as a default value.
         * Since I often use this in 2D games, we'll make the default gravity be negative Y reather than
         * the negative Z we'd normally want for 3D games. */

        public override void copy(cForce pforce)
        {
            base.copy(pforce);
            if (!(pforce is cForceGravity))
            {
                return;
            }
            cForceGravity pforcechild = ( cForceGravity )(pforce);

            _pulldirection = pforcechild._pulldirection;
        }
Пример #10
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        public override void copy(cForce pforce)
        {
            base.copy(pforce);
            if (!pforce.IsKindOf("cForceClassEvade"))
            {
                return;
            }
            cForceClassEvade pforcechild = ( cForceClassEvade )(pforce);

            _dartspeedup = pforcechild._dartspeedup;
        }
Пример #11
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        /* 25.0 seems to work well as a default value.
         * Since I often use this in 2D games, we'll make the default gravity be negative Y reather than
         * the negative Z we'd normally want for 3D games. */

        public override void copy(cForce pforce)
        {
            base.copy(pforce);
            if (!pforce.IsKindOf("cForceGravity"))
            {
                return;
            }
            cForceGravity pforcechild = ( cForceGravity )(pforce);

            _pulldirection = pforcechild._pulldirection;
        }
Пример #12
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        public override void copy(cForce pforce)
        {
            base.copy(pforce);
            if (!pforce.IsKindOf("cForceBossMovement"))
            {
                return;
            }
            cForceBossMovement pforcechild = (cForceBossMovement)(pforce);

            speed = pforcechild.speed;
        }
Пример #13
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        /* protected constructors to make this like an abstract class you don't use
         *      instances of. */

        public override void copy(cForce pforce)
        {
            base.copy(pforce);
            if (!(pforce is cForceClass))
            {
                return;
            }
            cForceClass pforcechild = ( cForceClass )(pforce);

            _pnodeclass          = pforcechild._pnodeclass;
            _includechildclasses = pforcechild._includechildclasses;
        }
Пример #14
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        public override void copy(cForce pforce)
        {
            base.copy(pforce);
            if (!(pforce is cForceVortex))
            {
                return;
            }
            cForceVortex pforcechild = ( cForceVortex )(pforce);               // Cast so next lines work.

            _eyeposition.copy(pforcechild._eyeposition);
            _spiralangle = pforcechild._spiralangle;
        }
        public override void copy(cForce pforce)
        {
            base.copy(pforce);
            if (!pforce.IsKindOf("KnockbackForce"))
            {
                return;
            }
            KnockbackForce pforcechild = (KnockbackForce)pforce;

            //copy fields here
            forceVector.copy(pforcechild.forceVector);
            count = pforcechild.count;
        }
Пример #16
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 public virtual void copy(cForce pforce)
 {
     _intensity = pforce._intensity;
 }