public override void Create() { MyEvent = new EventValue("Event"); TriggeringObject = new ObjectValue("Trigger Object", typeof(Basic3DObject)); TriggeringType = new TypeValue("Trigger Type", typeof(Basic3DObject)); SetCollisionShape(new OrientedBoxShape()); Used = new BoolValue("Used"); AllowReset = new BoolValue("Allow Reset"); ResetDelay = new IntValue("Reset Delay", 1000); base.Create(); AddTag(GameObjectTag.Update); #if EDITOR if (ParentLevel.LevelForEditing) { AddTag(GameObjectTag._3DForward); ShapeRenderer.Load(); ApplyScale(Vector3.One * 200, Vector3.Zero, false); } #endif }
public override void Create() { #if EDITOR && WINDOWS this.AddRightClickEvent("Add Emitter", AddEmitter); #endif Emitters = new ObjectListValue("Emitters", typeof(ParticleEmitter)); MaxParticles = new IntValue("MaxParticles", 50, CreateArray); Additive = new BoolValue("Additive", true); UseDepth = new BoolValue("Use Depth", true); MinVelocity = new Vector2Value("Min Velocity"); MaxVelocity = new Vector2Value("Max Velocity", Vector2.One); MyEffect = new EffectValue("Effect","ParticleEffect", EffectHolderType.Deferred3D); ParticleDuration = new FloatValue("ParticleDuration", 10); ParticleDuration.ChangeEvent = DurationChange; MaxParticles.ChangeEvent = MaxChange; MyEffect.ChangeEvent = EffectChange; CreateArray(); AddTag(GameObjectTag._3DDepthOver); AddTag(GameObjectTag.Update); base.Create(); }
public override void Create() { Layer = new IntValue("Layer"); CinematicDelay = new IntValue("Cinematic Delay"); GameDelay = new IntValue("Game Delay"); ParticleType = new IntValue("Particle Type"); MinVelocity = new Vector3Value("Min Velocity"); MaxVelocity = new Vector3Value("Max Velocity"); MinColor = new ColorValue("Min Color"); MaxColor = new ColorValue("Max Color"); MinSize = new FloatValue("Min Size", 80); MaxSize = new FloatValue("Max Size", 120); CinematicOnly = new BoolValue("Cinematic Only"); NoInterpolate = new BoolValue("No Interpolate", false); base.Create(); Load(); RemoveValue(Scale); RemoveValue(Rotation); AddTag(GameObjectTag._3DForward); AddTag(GameObjectTag.Update); }
public static void DummyRead(byte ByteType, BinaryReader Reader) { switch (ByteType) { case 0: BoolValue.DummyRead(Reader); break; case 1: ColorValue.DummyRead(Reader); break; case 2: EffectValue.DummyRead(Reader); break; case 3: FloatValue.DummyRead(Reader); break; case 4: ModelValue.DummyRead(Reader); break; case 5: ObjectValue.DummyRead(Reader); break; case 6: SpriteFontValue.DummyRead(Reader); break; case 7: StringValue.DummyRead(Reader); break; case 8: Texture2DValue.DummyRead(Reader); break; case 9: TextureCubeValue.DummyRead(Reader); break; case 10: Vector2Value.DummyRead(Reader); break; case 11: Vector3Value.DummyRead(Reader); break; case 12: Vector4Value.DummyRead(Reader); break; case 13: ObjectListValue.DummyRead(Reader); break; case 14: IntValue.DummyRead(Reader); break; case 15: EventValue.DummyRead(Reader); break; case 16: TypeValue.DummyRead(Reader); break; } }
public override void Create() { turretLives = new BoolValue("Turret Lives", false); turretLives.ChangeEvent = TurretLivesChange; newProduction = new BoolValue("New Production", false); newProduction.ChangeEvent = NewProductionChange; newWaves = new BoolValue("New Waves", false); newWaves.ChangeEvent = NewWavesChange; ignoreTurretBuild = new BoolValue("Turret Build", false); ignoreTurretBuild.ChangeEvent = IgnoreTurretBuildChange; turretLivesCount = new IntValue("Turret Lives Count", 3); turretLivesCount.ChangeEvent = TurretLivesCountChange; unitsCanTargetUnits = new BoolValue("Units Can Target Units", false); unitsCanTargetUnits.ChangeEvent = UnitsCanTargetUnitsChange; turretsCanTargetTurrets = new BoolValue("Turrets Can Target Turrets", true); turretsCanTargetTurrets.ChangeEvent = TurretsCanTargetTurretsChange; cellsCostMult = new FloatValue("Cells Cost Mult"); cellsCostMult.ChangeEvent = CellsCostMustChange; energyCostMult = new FloatValue("Energy Cost Mult"); energyCostMult.ChangeEvent = EnergyCostMultChange; playerRespawnTime = new IntValue("Player Respawn Time"); playerRespawnTime.ChangeEvent = PlayerRespawnTimeChange; startingTurretDistance = new FloatValue("Starting Turret Distance", StartingTurretDistance); startingTurretDistance.ChangeEvent = StartingTurretDistanceChange; base.Create(); }
public override void Create() { Visible = new BoolValue("Visible"); SizeChange = new FloatValue("Size Change", 0.01f); base.Create(); }
public override void Create() { PassEvents = new BoolValue("Pass Events", true); base.Create(); }