public Model3D(SceneManager scene, Model model, Vector3 position, Vector3 scale) { Model = model; Scene = scene; Position = position; Scale = scale; }
public Zeus(SceneManager scene, Vector3 position, Vector3 scale) : base("Zeus", scene, position, scale) { Pitch = -MathHelper.PiOver2; Yaw = MathHelper.PiOver2; _baseYaw = Yaw; Gravity = 0.005f * Speed; }
public ComputerCharacter(string playerName, string nameCharacter, string mapName, SceneManager scene, Vector3 position, Vector3 scale , float speed, byte handicap, byte level) : base(playerName, nameCharacter, mapName, -1, scene, position, scale, speed) { EnnemiesLevel = new Dictionary<Character, float>(); Handicap = handicap; Level = (byte)(10-level); GetKey = GetMovement; Action = DoNothing; _oldDamages = Damages; FillPriorityAction(); Movements = new Dictionary<Movement, bool>(); foreach (Movement move in Enum.GetValues(typeof(Movement))) Movements.Add(move, false); }
public Character(string playerName, string nameCharacter, string mapName, int playerNb, SceneManager scene, Vector3 position, Vector3 scale , float speed = 1f) : base(nameCharacter, scene, position, scale, speed) { Playing = true; ID = 0; PlayerNb = playerNb; PlayerName = playerName; MapName = mapName; Face = RessourceProvider.CharacterFaces[nameCharacter]; Pitch = -MathHelper.PiOver2; Yaw = MathHelper.PiOver2; BaseYaw = Yaw; Gravity = -20f; _gravity = new Vector3(0, Gravity, 0); SpawnPosition = position; _latteralMove = new Vector3(LatteralSpeed, 0, 0); GetKey = (movement) => GetUniversalKey(movement).IsPressed(); CreateParticlesCharacter(ModelName); }
public AnimatedModel3D(string nameCharacter, SceneManager scene, Vector3 position, Vector3 scale, float speed = 1) { ModelName = nameCharacter; Model = Global.RessourceProvider.AnimatedModels[ModelName]; Scene = scene; Position = position; Scale = scale; _animClip = 0; AnimationController = new AnimationController(Model.SkeletonBones) { Speed = speed, TranslationInterpolation = InterpolationMode.Linear, OrientationInterpolation = InterpolationMode.Linear, ScaleInterpolation = InterpolationMode.Linear }; _speed = speed; SetAnimation(Animation.Default); }
public ComputerCharacter ConvertToComputerCharacter(string playerName, string mapName, SceneManager scene, byte handicap, byte level) { return new ComputerCharacter(playerName, NameModel,mapName, scene, Spawn, Scale, Speed, handicap, level); }
public Character ConvertToCharacter(string playerName,string mapName, int playerNb, SceneManager scene) { return new Character(playerName, NameModel,mapName, playerNb, scene, Spawn, Scale, Speed); }