示例#1
0
文件: Bullet.cs 项目: ByteChkR/Byt3
        public GameObject CreateBullet(GameObject nozzle)
        {
            Vector3 vel =
                new OpenTK.Vector3(-OpenTK.Vector4.UnitZ * nozzle.GetWorldTransform()) * BulletLaunchForce;

            OpenTK.Vector3 v = vel;

            GameObject bullet =
                new GameObject(nozzle.LocalPosition + (Vector3)v.Normalized(),
                               "BulletEnemy");

            bullet.Rotation = nozzle.Rotation;
            bullet.AddComponent(new LitMeshRendererComponent(BulletShader, BulletModel, BulletTexture, 1, false));
            bullet.AddComponent(new DestroyTimer(5));
            bullet.Scale = new Vector3(0.3f, 0.3f, 1);
            Collider coll = new Collider(new Box(Vector3.Zero, 0.3f, 0.3f, 1, BulletMass),
                                         LayerManager.NameToLayer("physics"));

            if (!PhysicalBullets)
            {
                coll.IsTrigger = true;
            }

            bullet.AddComponent(coll);
            coll.PhysicsCollider.ApplyLinearImpulse(ref vel);
            return(bullet);
        }
        public ParticleDigging(World world, Vector3 pos, Vector3 motion, float particleScale, BlockState state, FaceSides side) : base(world, pos, motion, particleScale, JsonModelLoader.TEXTURE_BLOCKS)
        {
            State = state;

            ModelBlock model = JsonModelLoader.GetModelForBlock(state.Block.UnlocalizedName);

            if (model.RawModel is ModelBlockRaw mbr)
            {
                Vector2 start;
                Vector2 end;

                if (state.Block.IsFullCube)
                {
                    List <float> uvs = new List <float>(8);
                    mbr.AppendUvsForSide(side, uvs);

                    start = new Vector2(uvs[0], uvs[1]);
                    end   = new Vector2(uvs[4], uvs[5]); //4,5 because that's the 3. vertex and the local UV there is 1,1
                }
                else
                {
                    var tex = model.GetParticleTexture();

                    start = tex.UVMin;
                    end   = tex.UVMax;
                }

                Vector2 size = end - start;

                Vector2 pixel = size / 16;

                UVmin = start + pixel * new Vector2(MathUtil.NextFloat(0, 12), MathUtil.NextFloat(0, 12));
                UVmax = UVmin + pixel * 4;
            }

            if (side == FaceSides.Up)
            {
                Motion.Xz = SharpCraft.Instance.Camera.GetLookVec().Xz * 0.15f;
            }

            Vector3 vec = new Vector3(MathUtil.NextFloat(-1), MathUtil.NextFloat(-1), MathUtil.NextFloat(-1));

            _rotStep = vec.Normalized() * MathUtil.NextFloat(40, 75);
        }