public SlamHitGroundEffect2() { Scaling = 1; MainGraphic = metaModel = new MetaModel { Opacity = 0, HasAlpha = true, ReceivesAmbientLight = Priority.Never, ReceivesDiffuseLight = Priority.Never, ReceivesFog = false, Texture = new TextureFromFile("Models/Effects/SlamHit1.png"), World = Matrix.Translation(0, 0, 0.05f), TextureAddress = SlimDX.Direct3D9.TextureAddress.Clamp, }; Orientation = (float)Game.Random.NextDouble() * 2f * (float)Math.PI; VisibilityLocalBounding = Vector3.Zero; scaler = new Common.Interpolator(); scaler.Value = 1f; scaler.AddKey(new Common.InterpolatorKey <float> { Time = 0.15f, Value = 7f }); fader = new EntityFader(this); fader.FadeoutTime = 2.5f; fader.AutoFadeoutTime = 2.0f; Updateable = true; }
public SlamHitGroundEffect1() { Size = new Vector2(1, 1); GridPosition = new Vector3(-0.5f, -0.5f, 0); MainGraphic = metaModel = new MetaModel { Opacity = 0, HasAlpha = true, ReceivesAmbientLight = Priority.Never, ReceivesDiffuseLight = Priority.Never, ReceivesFog = false, XMesh = new MeshConcretize { MeshDescription = new global::Graphics.Software.Meshes.IndexedPlane { Position = new Vector3(-0.5f, -0.5f, 0), Size = new Vector2(1, 1), UVMin = new Vector2(0, 0), UVMax = new Vector2(1, 1), Facings = Facings.Frontside }, Layout = global::Graphics.Software.Vertex.PositionNormalTexcoord.Instance }, Texture = new TextureFromFile("Models/Effects/SlamShockwave1.png"), World = Matrix.RotationZ((float)Game.Random.NextDouble() * 2f * (float)Math.PI) * Matrix.Translation(0, 0, 0.2f) }; VisibilityLocalBounding = Vector3.Zero; scaler = new Common.Interpolator(); scaler.Value = 1f; scaler.AddKey(new Common.InterpolatorKey <float> { Time = 0.3f, Value = 12f }); fader = new EntityFader(this); fader.FadeoutTime = 0.3f; fader.Fadeout(); Updateable = true; }
public SlamHitGroundEffect2() { Scaling = 1; MainGraphic = metaModel = new MetaModel { Opacity = 0, HasAlpha = true, ReceivesAmbientLight = Priority.Never, ReceivesDiffuseLight = Priority.Never, ReceivesFog = false, Texture = new TextureFromFile("Models/Effects/SlamHit1.png"), World = Matrix.Translation(0, 0, 0.05f), TextureAddress = SlimDX.Direct3D9.TextureAddress.Clamp, }; Orientation = (float)Game.Random.NextDouble() * 2f * (float)Math.PI; VisibilityLocalBounding = Vector3.Zero; scaler = new Common.Interpolator(); scaler.Value = 1f; scaler.AddKey(new Common.InterpolatorKey<float> { Time = 0.15f, Value = 7f }); fader = new EntityFader(this); fader.FadeoutTime = 2.5f; fader.AutoFadeoutTime = 2.0f; Updateable = true; }
public SlamHitGroundEffect1() { Size = new Vector2(1, 1); GridPosition = new Vector3(-0.5f, -0.5f, 0); MainGraphic = metaModel = new MetaModel { Opacity = 0, HasAlpha = true, ReceivesAmbientLight = Priority.Never, ReceivesDiffuseLight = Priority.Never, ReceivesFog = false, XMesh = new MeshConcretize { MeshDescription = new global::Graphics.Software.Meshes.IndexedPlane { Position = new Vector3(-0.5f, -0.5f, 0), Size = new Vector2(1, 1), UVMin = new Vector2(0, 0), UVMax = new Vector2(1, 1), Facings = Facings.Frontside }, Layout = global::Graphics.Software.Vertex.PositionNormalTexcoord.Instance }, Texture = new TextureFromFile("Models/Effects/SlamShockwave1.png"), World = Matrix.RotationZ((float)Game.Random.NextDouble() * 2f * (float)Math.PI) * Matrix.Translation(0, 0, 0.2f) }; VisibilityLocalBounding = Vector3.Zero; scaler = new Common.Interpolator(); scaler.Value = 1f; scaler.AddKey(new Common.InterpolatorKey<float> { Time = 0.3f, Value = 12f }); fader = new EntityFader(this); fader.FadeoutTime = 0.3f; fader.Fadeout(); Updateable = true; }
public RagePulse1(int rageLevel) { interpolator = new Common.Interpolator(); interpolator.AddKey(new Common.InterpolatorKey<float>() { Period = 4 / (float)rageLevel, Repeat = true, TimeType = Common.InterpolatorKeyTimeType.Absolute, Time = 2 / (float)rageLevel, Value = 3.2f }); interpolator.AddKey(new Common.InterpolatorKey<float>() { Period = 4 / (float)rageLevel, Repeat = true, TimeType = Common.InterpolatorKeyTimeType.Absolute, Time = 4 / (float)rageLevel, Value = 2.8f }); Updateable = true; MainGraphic = new MetaModel { XMesh = new MeshConcretize { MeshDescription = new Graphics.Software.Meshes.IndexedPlane() { Facings = Facings.Frontside, Position = new Vector3(-0.5f, -0.5f, 0), Size = new Vector2(1, 1), UVMin = Vector2.Zero, UVMax = new Vector2(1, 1) }, Layout = global::Graphics.Software.Vertex.PositionNormalTexcoord.Instance }, Texture = new TextureFromFile("Models/Effects/Ragepulse1.png"), IsBillboard = true, HasAlpha = true, ReceivesAmbientLight = Priority.Never, ReceivesDiffuseLight = Priority.Never, AlphaRef = 0 }; VisibilityLocalBounding = new Common.Bounding.NonfittableBounding(Vector3.Zero, false, true); }
public HighRagePulse() { interpolator = new Common.Interpolator(); interpolator.AddKey(new Common.InterpolatorKey<float>() { TimeType = Common.InterpolatorKeyTimeType.Absolute, Time = 0, Value = 0.25f }); interpolator.AddKey(new Common.InterpolatorKey<float>() { TimeType = Common.InterpolatorKeyTimeType.Absolute, Time = TTL, Value = 3.5f }); fader = new EntityFader(this); fader.FadeinTime = 0; fader.FadeoutTime = TTL; fader.AutoFadeoutTime = 0.08f; Updateable = true; MainGraphic = new MetaModel { XMesh = new MeshConcretize { MeshDescription = new Graphics.Software.Meshes.IndexedPlane() { Facings = Facings.Frontside, Position = new Vector3(-0.5f, -0.5f, 0), Size = new Vector2(1, 1), UVMin = Vector2.Zero, UVMax = new Vector2(1, 1) }, Layout = global::Graphics.Software.Vertex.PositionNormalTexcoord.Instance }, Texture = new TextureFromFile("Models/Effects/RageSparkle1.png"), IsBillboard = true, HasAlpha = true, ReceivesAmbientLight = Priority.Never, ReceivesDiffuseLight = Priority.Never, AlphaRef = 0 }; VisibilityLocalBounding = new Common.Bounding.NonfittableBounding(Vector3.Zero, false, true); }