protected override void InitializeOther(GameObject itemGo) { base.InitializeOther(itemGo); _revolver = itemGo.GetSingleInterfaceInChildren<IRevolver>(); //_revolver.IsActivated = false; // enabled = false in Awake if (_revolver.RotateDuringPause) { D.Warn("FYI. {0} revolver set to rotate during a pause.", DebugName); } //TODO Revolver settings }
protected override MeshRenderer InitializePrimaryMesh(GameObject elementItemGo) { //D.Log("{0}.InitializePrimaryMesh({1}) called.", DebugName, elementItemGo.name); IHull hull = elementItemGo.GetSingleInterfaceInChildren<IHull>(); var primaryMeshRenderer = hull.HullMesh.GetComponent<MeshRenderer>(); primaryMeshRenderer.shadowCastingMode = UnityEngine.Rendering.ShadowCastingMode.On; primaryMeshRenderer.receiveShadows = true; __ValidateAndCorrectMeshLayer(primaryMeshRenderer.gameObject); // Note: currently could use renderer.sharedMaterial here for greater efficiency, but only until each element gets assigned its own material InitializePrimaryMeshMaterial(primaryMeshRenderer.material); return primaryMeshRenderer; }
protected override void InitializeOther(GameObject itemGo) { base.InitializeOther(itemGo); _glowBillboard = itemGo.GetSingleInterfaceInChildren<IBillboard>(); var starLight = itemGo.GetComponentInChildren<Light>(); // UNCLEAR no runtime assessable option to set Baking = Realtime starLight.type = LightType.Point; starLight.range = References.GameManager.GameSettings.UniverseSize.Radius(); //References.DebugControls.UniverseSize.Radius(); starLight.intensity = 1F; //starLight.bounceIntensity = 1F; // bounce light shadowing not currently supported for point lights starLight.shadows = LightShadows.None; // point light shadows are expensive starLight.renderMode = LightRenderMode.Auto; starLight.cullingMask = StarLightCullingMask; starLight.enabled = true; _revolvers = itemGo.GetSafeInterfacesInChildren<IRevolver>(); //_revolvers.ForAll(r => r.IsActivated = false); // enabled = false in Awake //TODO Revolver settings }
protected override void InitializeOther(GameObject trackedItemGo) { base.InitializeOther(trackedItemGo); _revolver = trackedItemGo.GetSingleInterfaceInChildren<IRevolver>(); //_revolver.IsActivated = false; // enabled = false in Awake //TODO Revolver settings }
protected override void InitializeOther(GameObject trackedItemGo) { base.InitializeOther(trackedItemGo); _revolver = trackedItemGo.GetSingleInterfaceInChildren<IRevolver>(); //TODO Revolver settings _orbitSimulator = trackedItemGo.GetComponent<IMoon>().CelestialOrbitSimulator; }
protected override void InitializeSecondaryMeshes(GameObject elementItemGo) { // Mounts base.InitializeSecondaryMeshes(elementItemGo); var hullGo = elementItemGo.GetSingleInterfaceInChildren<IHull>().transform.gameObject; _secondaryMeshRenderers = hullGo.GetComponentsInChildren<MeshRenderer>().Except(_primaryMeshRenderer); if (_secondaryMeshRenderers.Any()) { //D.Log("{0} is initializing Mount Renderers.", DebugName); _secondaryMeshRenderers.ForAll(r => { __ValidateAndCorrectMeshLayer(r.gameObject); r.shadowCastingMode = UnityEngine.Rendering.ShadowCastingMode.On; r.receiveShadows = true; r.enabled = false; }); } }