public override void Create() { Position = new Vector3Value("Position", EditType.Average, ChangePosition); Scale = new Vector3Value("Scale", Vector3.One, EditType.Scalar, ChangeScale); Rotation = new Vector3Value("Rotation", EditType.Average, ChangeRotation); MoveValuetoFront(Position, Scale, Rotation); base.Create(); }
public override void Create() { AmbientLightColor = new ColorValue("Ambient Light Color", new Vector4(0.5f, 0.5f, 0.5f, 1), 0.2f); LightOneDirection = new Vector3Value("Light One Direction", Vector3.One); LightOneColor = new ColorValue("Light One Color", new Vector4(1, 0.9f, 0.85f, 1)); LightTwoDirection = new Vector3Value("Light Two Direction", new Vector3(-1, 1, -1)); LightTwoColor = new ColorValue("Light Two Color", new Vector4(0.1f, 0.3f, 0.65f, 1)); base.Create(); }
public override void Create() { AddTag(GameObjectTag.Update); Additive = new BoolValue("Additive", false); DepthRead = new BoolValue("DepthRead", false); RotationAmount = new Vector3Value("Rotation Amount"); AddTag(GameObjectTag._2DForward); AddTag(GameObjectTag._3DForward); base.Create(); }
public override void Create() { SpawnPosition = new Vector3Value("Spawn Position"); Color = new ColorValue("Color"); FlareCount = new IntValue("Flare Count", 100); Distance = new FloatValue("Distance", 2000); Speed = new FloatValue("Speed", 1); MaxSparkTimer = new IntValue("Spark Timer", 400); AddTag(GameObjectTag.Update); base.Create(); }
public override void Create() { model = new ModelValue("Model"); effect = new EffectValue("Effect", EffectHolderType.Lit3D); AmbientLightColor = new ColorValue("Ambient Light Color", new Vector4(0.5f, 0.5f, 0.5f, 1), 0.2f); LightOneDirection = new Vector3Value("Light One Direction", Vector3.One); LightOneColor = new ColorValue("Light One Color", new Vector4(1, 0.9f, 0.85f, 1)); LightTwoDirection = new Vector3Value("Light Two Direction", new Vector3(-1, 1, -1)); LightTwoColor = new ColorValue("Light Two Color", new Vector4(0.1f, 0.3f, 0.65f, 1)); base.Create(); AddTag(GameObjectTag._3DForward); }
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; } }