protected ControlableWave(ControlableWave copy) : base(copy) { this.Killed = Functions.Clone <EventHandler>(copy.Killed); this.shipState = new ShipState(copy.shipState); this.movementInfo = new ShipMovementInfo(copy.movementInfo); foreach (IControler controler in copy.controlers) { AddControler(null, (IControler)controler.Clone()); } this.target = copy.target; this.ControlHandler = Functions.Clone <IControlHandler>(copy.ControlHandler); this.currentControlInput = copy.currentControlInput; this.direction = copy.direction; this.controlableType = copy.controlableType; this.controlableSounds = copy.controlableSounds; this.attachedEffectCollection = new EffectCollection(copy.attachedEffectCollection); this.contFlags = copy.contFlags; this.CollisionState.GenerateRayEvents = true; this.colors = copy.colors; this.primaryColor = copy.primaryColor; if (copy.weaponInfo != null) { this.weaponInfo = (IWeaponsLogic)copy.weaponInfo.Clone(); } }
public ControlableWave( LifeSpan lifeTime, float mass, PhysicsState physicsState, float initialRadius, float expansionRate, int[] colors, int primaryColor, ShipMovementInfo movementInfo, ShipState shipState, FactionInfo factionInfo, ControlableSounds controlableSounds) : base( lifeTime, mass, physicsState, initialRadius, expansionRate) { this.shipState = shipState; this.movementInfo = movementInfo; this.factionInfo = factionInfo; this.controlableSounds = controlableSounds; this.attachedEffectCollection = new EffectCollection(); this.CollisionState.GenerateRayEvents = true; this.colors = colors; this.primaryColor = primaryColor; }
public ControlableWave( LifeSpan lifeTime, float mass, PhysicsState physicsState, float initialRadius, float expansionRate, int[] colors, int primaryColor, ShipMovementInfo movementInfo, ShipState shipState, ControlableSounds controlableSounds, IWeaponsLogic weaponInfo) : this( lifeTime, mass, physicsState, initialRadius, expansionRate, colors, primaryColor, movementInfo, shipState, null, controlableSounds) { this.weaponInfo = weaponInfo; this.CollisionState.GenerateCollisionEvents = true; this.CollisionState.GenerateContactEvents = true; this.controlableType = ControlableType.Weapon; }
public Controlable( LifeSpan lifeTime, MassInertia massInfo, PhysicsState physicsState, BodyFlags flags, ICollidableBodyPart[] collidableParts, ShipMovementInfo movementInfo, ShipState shipState, ControlableSounds controlableSounds, IWeaponsLogic weaponInfo) : this( lifeTime, massInfo, physicsState, flags, collidableParts, movementInfo, shipState, controlableSounds) { this.CollisionState.GenerateCollisionEvents = true; this.CollisionState.GenerateContactEvents = true; this.weaponInfo = weaponInfo; this.controlableType = ControlableType.Weapon; }
public ShipMovementInfo(ShipMovementInfo copy) { this.MaxAngularAcceleration = new Bounded <float>(copy.MaxAngularAcceleration); this.MaxAngularVelocity = new Bounded <float>(copy.MaxAngularVelocity); this.MaxLinearAcceleration = new Bounded <float>(copy.MaxLinearAcceleration); this.MaxLinearVelocity = new Bounded <float>(copy.MaxLinearVelocity); }
public Ship( LifeSpan lifeTime, PhysicsState physicsState, BodyFlags flags, RigidBodyTemplate template, ShipMovementInfo movementInfo, ShipState shipState, ControlableSounds controlableSounds, ShipSounds shipSounds, ActionList actions, IShip[] subShips) : base( lifeTime, physicsState, flags, template, movementInfo, shipState, controlableSounds) { this.UQMFlags |= ContFlags.CanDoGravityWhip; this.shipSounds = shipSounds; this.subShips = subShips; this.actions = actions; this.controlableType = ControlableType.Ship; }
public Ship( LifeSpan lifeTime, MassInertia massInfo, PhysicsState physicsState, BodyFlags flags, ICollidableBodyPart[] collidableParts, ShipMovementInfo movementInfo, ShipState shipState, ControlableSounds controlableSounds, ShipSounds shipSounds, ActionList actions, IShip[] subShips) : base( lifeTime, massInfo, physicsState, flags, collidableParts, movementInfo, shipState, controlableSounds) { this.UQMFlags |= ContFlags.CanDoGravityWhip; this.shipSounds = shipSounds; this.subShips = subShips; this.actions = actions; this.controlableType = ControlableType.Ship; }
public Controlable( LifeSpan lifeTime, PhysicsState physicsState, BodyFlags flags, RigidBodyTemplate template, ShipMovementInfo movementInfo, ShipState shipState, ControlableSounds controlableSounds) : base( lifeTime, physicsState, flags, template) { this.shipState = shipState; this.movementInfo = movementInfo; this.controlableSounds = controlableSounds; this.attachedEffectCollection = new EffectCollection(); this.CollisionState.GenerateRayEvents = true; }
public Controlable( LifeSpan lifeTime, MassInertia massInfo, PhysicsState physicsState, BodyFlags flags, ICollidableBodyPart[] collidableParts, ShipMovementInfo movementInfo, ShipState shipState, ControlableSounds controlableSounds) : base(lifeTime, massInfo, physicsState, flags, collidableParts) { this.shipState = shipState; this.movementInfo = movementInfo; this.controlableSounds = controlableSounds; this.attachedEffectCollection = new EffectCollection(); this.CollisionState.GenerateRayEvents = true; }
public Controlable( LifeSpan lifeTime, PhysicsState physicsState, BodyFlags flags, RigidBodyTemplate template, ShipMovementInfo movementInfo, ShipState shipState, ControlableSounds controlableSounds, IWeaponsLogic weaponInfo) : this( lifeTime, physicsState, flags, template, movementInfo, shipState, controlableSounds) { this.weaponInfo = weaponInfo; this.CollisionState.GenerateCollisionEvents = true; this.CollisionState.GenerateContactEvents = true; this.controlableType = ControlableType.Weapon; }