示例#1
0
        internal override List <GameObject> Execute(BehaviorUpdateContext context)
        {
            var debrisObject = context.GameContext.GameObjects.Add("GenericDebris", context.GameObject.Owner);

            debrisObject.Transform.Translation = context.GameObject.Transform.Translation + Offset;
            debrisObject.Transform.Rotation    = context.GameObject.Transform.Rotation;

            // Model
            var w3dDebrisDraw = (W3dDebrisDraw)debrisObject.DrawModules[0];
            // TODO
            //var modelName = ModelNames[context.GameContext.Random.Next(ModelNames.Length)];
            var modelName = ModelNames[0];

            w3dDebrisDraw.SetModelName(modelName);

            // Physics
            var physicsBehavior = debrisObject.FindBehavior <PhysicsBehavior>();

            physicsBehavior.Mass = Mass;

            if (Disposition.Get(ObjectDisposition.SendItFlying))
            {
                physicsBehavior.AddForce(
                    new Vector3(
                        ((float)context.GameContext.Random.NextDouble() - 0.5f) * DispositionIntensity * 200,
                        ((float)context.GameContext.Random.NextDouble() - 0.5f) * DispositionIntensity * 200,
                        DispositionIntensity * 200));
            }

            // TODO: Count, Disposition, DispositionIntensity

            return(new List <GameObject> {
                debrisObject
            });
        }
示例#2
0
        internal override List <GameObject> Execute(BehaviorUpdateContext context, Vector3?position)
        {
            // TODO: Cache this.
            var debrisObjectDefinition = context.GameContext.AssetLoadContext.AssetStore.ObjectDefinitions.GetByName("GenericDebris");

            var debrisObject = context.GameContext.GameObjects.Add(debrisObjectDefinition, context.GameObject.Owner);

            var lifeTime = context.GameContext.GetRandomLogicFrameSpan(MinLifetime, MaxLifetime);

            debrisObject.LifeTime = context.LogicFrame + lifeTime;

            debrisObject.UpdateTransform(context.GameObject.Translation + Offset, context.GameObject.Rotation);

            // Model
            var w3dDebrisDraw = (W3dDebrisDraw)debrisObject.Drawable.DrawModules[0];
            // TODO
            //var modelName = ModelNames[context.GameContext.Random.Next(ModelNames.Length)];
            var modelName = ModelNames[0];

            w3dDebrisDraw.SetModelName(modelName);

            // Physics
            var physicsBehavior = debrisObject.FindBehavior <PhysicsBehavior>();

            physicsBehavior.Mass = Mass;

            if (Disposition.Get(ObjectDisposition.SendItFlying))
            {
                physicsBehavior.AddForce(
                    new Vector3(
                        ((float)context.GameContext.Random.NextDouble() - 0.5f) * DispositionIntensity * 200,
                        ((float)context.GameContext.Random.NextDouble() - 0.5f) * DispositionIntensity * 200,
                        DispositionIntensity * 200));
            }

            // TODO: Count, Disposition, DispositionIntensity

            return(new List <GameObject> {
                debrisObject
            });
        }
示例#3
0
        internal override List <GameObject> Execute(BehaviorUpdateContext context, Vector3?position)
        {
            var debrisObject = context.GameContext.GameObjects.Add("GenericDebris", context.GameObject.Owner);

            var lifeTime = context.GameContext.Random.NextDouble() * (MaxLifetime - MinLifetime) + MinLifetime;

            debrisObject.LifeTime = context.Time.TotalTime + TimeSpan.FromMilliseconds(lifeTime);

            debrisObject.UpdateTransform(context.GameObject.Translation + Offset, context.GameObject.Rotation);

            // Model
            var w3dDebrisDraw = (W3dDebrisDraw)debrisObject.Drawable.DrawModules[0];
            // TODO
            //var modelName = ModelNames[context.GameContext.Random.Next(ModelNames.Length)];
            var modelName = ModelNames[0];

            w3dDebrisDraw.SetModelName(modelName);

            // Physics
            var physicsBehavior = debrisObject.FindBehavior <PhysicsBehavior>();

            physicsBehavior.Mass = Mass;

            if (Disposition.Get(ObjectDisposition.SendItFlying))
            {
                physicsBehavior.AddForce(
                    new Vector3(
                        ((float)context.GameContext.Random.NextDouble() - 0.5f) * DispositionIntensity * 200,
                        ((float)context.GameContext.Random.NextDouble() - 0.5f) * DispositionIntensity * 200,
                        DispositionIntensity * 200));
            }

            // TODO: Count, Disposition, DispositionIntensity

            return(new List <GameObject> {
                debrisObject
            });
        }