示例#1
0
        //  This method will start sun wind. Or if there is one coming, this will reset it so it will start again.
        public static void Start()
        {
            IsActive = true;

            //m_burningCue = MyAudio.AddCue3D(MySoundCuesEnum.SfxSolarWind, m_initialSunWindPosition, m_directionFromSunNormalized, Vector3.Up, Vector3.Zero);

            const int meteorsCount = 5;
            //const int frontDistance = 1000;
            //const int sideDistance = 3000;

            const int minSpeed = 1000;
            const int maxSpeed = 4000;

            //Vector3 sphereCenter = MyCamera.Position + MyCamera.ForwardVector * frontDistance - MyCamera.LeftVector * sideDistance;
            Vector3 sphereCenter = MyCamera.Position + MyGuiScreenGamePlay.Static.GetDirectionToSunNormalized() * 10000;
            //Vector3 windForwardDirection = MyCamera.LeftVector ;

            int i = 0;

            while (i < meteorsCount)
            {
                //float distance = MyMwcUtils.GetRandomFloat(0, sphereRadius);
                //Vector3 position = sphereCenter + MyMwcUtils.GetRandomVector3Normalized() * new Vector3(distance, distance, distance);

                //Vector3 meteorDirection = (windForwardDirection + (MyMwcUtils.GetRandomVector3Normalized() * 0.05f)) * MyMwcUtils.GetRandomInt(minSpeed, maxSpeed);
                //Vector3 meteorDirection = -MyGuiScreenGamePlay.Static.GetDirectionToSunNormalized();// MyMwcUtils.GetRandomVector3HemisphereNormalized(-MyGuiScreenGamePlay.Static.GetDirectionToSunNormalized());
                Vector3 meteorDirection = MyMwcUtils.GetRandomVector3HemisphereNormalized(-MyGuiScreenGamePlay.Static.GetDirectionToSunNormalized());
                Vector3 position        = sphereCenter + meteorDirection * MyMwcUtils.GetRandomInt(100, 5000);

                //float normalizedDistance = distance / sphereRadius;

                float size = MyMwcUtils.GetRandomInt(minSize, maxSize);


                MyLine line = new MyLine(position, position + meteorDirection * 100);
                MyIntersectionResultLineBoundingSphere?result = MyEntities.GetIntersectionWithLineAndBoundingSphere(ref line, null, null, 1, null, true);
                if (result != null)
                {   //Do not create meteors colliding with base
                    if (!(result.Value.PhysObject is MyMeteor))
                    {
                        continue;
                    }
                }

                Matrix worldMatrix = Matrix.CreateFromAxisAngle(MyMwcUtils.GetRandomVector3Normalized(), MyMwcUtils.GetRandomFloat(0, MathHelper.Pi));
                worldMatrix.Translation = position;

                MyMeteor meteor = MyMeteor.GenerateMeteor(size, worldMatrix, position, m_fireMeteorMaterials[MyMwcUtils.GetRandomInt(0, m_fireMeteorMaterials.Count)]);


                float speed = MyMwcUtils.GetRandomInt(minSpeed, maxSpeed);


                meteor.Start(meteorDirection * speed, MyMwcUtils.GetRandomFloat(0, 1) > 0.92f ? 101 : 100);

                i++;
            }
        }