protected override void Init() { ShowUniformSphere = true; YDirectionArrow = new GameObject("yDirectionArrow"); ZDirectionArrow = new GameObject("zDirectionArrow"); XDirectionArrow = new GameObject("xDirectionArrow"); AddChild(XDirectionArrow); AddChild(YDirectionArrow); AddChild(ZDirectionArrow); _xDirection = new Cube() { Name = "xDirection" }; _yDirection = new Cube() { Name = "yDirection" }; _zDirection = new Cube() { Name = "zDirection" }; AddChild(_xDirection); AddChild(_yDirection); AddChild(_zDirection); UniformSphere = new Sphere() { Scale = new Vector3(2.0f) }; AddChild(UniformSphere); ArrowLength = 7.0f; RenderQueuePriority = -1; ClearsZBuffer = true; foreach (var child in Children) { child.RenderQueuePriority = RenderQueuePriority - 1; child.Designer = true; } }
protected override void Init() { base.Init(); _aimSphere = Children.First(c => c.Id == DisplaySphereId) as Sphere; _aimSphere.Name = "aimSphere"; _aimSphere.Scale = new Vector3(5); _aimSphere.Material.Ambient = new Vector4(1, 0, 0, 0.5f); _aimSphere.Material.TextureName = "ball"; _aimSphere.OnMouseDown += new EventHandler<Engine.Events.MouseButtonDownEvent>(_aimSphere_OnMouseDown); _aimSphere.OnMouseUp += new EventHandler<Engine.Events.MouseButtonUpEvent>(_aimSphere_OnMouseUp); _aimSphere.Visible = false; _arrow2d = Children.First(c => c.Id == Arrow2dId) as Arrow2d; _lightObject = Children.First(c => c.Id == LightObjectId) as LightObject; _lightObject.Visible = false; _lightObject.Enabled = false; _meshComponent = this.Components.First(c => c is MeshComponent) as MeshComponent; _rigidBodyComponent = this.Components.First(c => c is RigidBodyFarseerComponent) as RigidBodyFarseerComponent; var circleCollider = this.Components.First(c => c is CircleColliderFarseerComponent) as CircleColliderFarseerComponent; //circleCollider.Radius = 0.5f; Material.TextureName = "greenball"; _leftEye = this.Children.First(c => c.Id == LeftEyeId) as Plane; _rightEye = this.Children.First(c => c.Id == RightEyeId) as Plane; _leftEye.Material.TextureName = "eye"; _rightEye.Material.TextureName = "eye"; _leftEye.DistanceSorting = true; _rightEye.DistanceSorting = true; _leftEye.Position = -_eyePosition; _rightEye.Position = _eyePosition; _rightEye.Scale = new Vector3(0.1f, 0.1f, 0.1f); _leftEye.Scale = new Vector3(0.1f, 0.1f, 0.1f); }