public override void CreateProperties(Entity.InitialisationContext context) { this.texture = context.CreateProperty<TextureCube>("texture"); this.brightness = context.CreateProperty<float>("brightness"); this.gammaCorrect = context.CreateProperty<bool>("gamma_correct"); base.CreateProperties(context); }
public override void CreateProperties(Entity.InitialisationContext context) { this.skyColour = context.CreateProperty<Vector3>("sky_colour"); this.groundColour = context.CreateProperty<Vector3>("ground_colour"); this.up = context.CreateProperty<Vector3>("up"); base.CreateProperties(context); }
public override void CreateProperties(Entity.ConstructionContext context) { base.CreateProperties(context); _string = context.CreateProperty(StringName, ""); _font = context.CreateProperty(FontName); _model = context.CreateProperty(ModelInstance.ModelName); _thickness = context.CreateProperty(ThicknessName); }
public override void CreateProperties(Entity.ConstructionContext context) { Property<float> mass = context.CreateProperty<float>(MASS); Property<float> invMass = context.CreateProperty<float>(INVERSE_MASS); mass.PropertySet += (p, o, n) => { invMass.Value = 1 / mass.Value; }; //trigger the changed property to initialise inverse mass to a useful value mass.Value = mass.Value; base.CreateProperties(context); }
public override void CreateProperties(Entity.InitialisationContext context) { var prefix = Name != null ? Name + "_" : string.Empty; radius = context.CreateProperty<float>(prefix + "radius"); centre = context.CreateProperty<Vector2>(prefix + "centre"); transform = context.CreateProperty<Matrix>("transform", Matrix.Identity); radius.PropertyChanged += _ => UpdateBounds(); centre.PropertyChanged += _ => UpdateBounds(); transform.PropertyChanged += _ => UpdateBounds(); base.CreateProperties(context); }
public override void CreateProperties(Entity.ConstructionContext context) { var prefix = Name != null ? Name + "_" : string.Empty; _transformProperty = context.CreateProperty<Matrix>("transform", Matrix.Identity); _verticesProperty = context.CreateProperty<Vector2[]>(prefix + "vertices"); _transformProperty.PropertySet += (p, o, n) => ApplyTransform(); _verticesProperty.PropertySet += (p, o, n) => ReadVertices(p); base.CreateProperties(context); }
public override void CreateProperties(Entity.ConstructionContext context) { _defaultClip = context.CreateProperty(DefaultClipName); _rootBoneTransform = context.CreateProperty(RootTransformName, Transform.Identity); _enableRootBoneTranslationX = context.CreateProperty(RootTranslationXName, false); _enableRootBoneTranslationY = context.CreateProperty(RootTranslationYName, false); _enableRootBoneTranslationZ = context.CreateProperty(RootTranslationZName, false); _enableRootBoneRotation = context.CreateProperty(EnableRootRotationName, true); _enableRootBoneScale = context.CreateProperty(EnableRootScaleName, true); }
public override void CreateProperties(Entity.InitialisationContext context) { var prefix = Name != null ? Name + "_" : string.Empty; transformProperty = context.CreateProperty<Matrix>("transform", Matrix.Identity); verticesProperty = context.CreateProperty<Vector2[]>(prefix + "vertices"); transformProperty.PropertyChanged += p => ApplyTransform(); verticesProperty.PropertyChanged += p => ReadVertices(p); base.CreateProperties(context); }
public override void CreateProperties(Entity.ConstructionContext context) { _frictionCoefficient = context.CreateProperty(new TypedName<float>("friction_coefficient"), default(float)); _restitutionCoefficient = context.CreateProperty(new TypedName<float>("restitution_coefficient"), default(float)); _sleeping = context.CreateProperty(new TypedName<bool>("sleeping"), default(bool)); _group = context.CreateProperty(new TypedName<CollisionGroup>("collision_group"), default(CollisionGroup)); _restitutionCoefficient.PropertySet += ValidateRestitution; _sleeping.PropertySet += WakeUp; base.CreateProperties(context); }
public override void CreateProperties(Entity.InitialisationContext context) { this.colour = context.CreateProperty<Vector3>("colour"); this.position = context.CreateProperty<Vector3>("position"); this.direction = context.CreateProperty<Vector3>("direction"); this.angle = context.CreateProperty<float>("angle"); this.range = context.CreateProperty<float>("range"); this.mask = context.CreateProperty<Texture2D>("mask"); this.shadowResolution = context.CreateProperty<int>("shadow_resolution"); base.CreateProperties(context); }