Пример #1
0
void ActorFactorySetPosition(const String& input)
{
	ACTORFACTORY_GETDELEGATE(pDel, ActorFactoryDelegate);

	Vector2 pos = StringToVector2(input);

	pDel->SetPosition( pos.X, pos.Y );
}
Пример #2
0
void ActorFactorySetSize( const String& input )
{
	ACTORFACTORY_GETDELEGATE(pDel, ActorFactoryDelegate);

	Vector2 size = StringToVector2(input);

	pDel->SetSize( size.X, size.Y );
}
Пример #3
0
void ActorFactoryAddCollisionFlag( const String& input )
{
	ACTORFACTORY_GETDELEGATE(pDel, PhysicsActorFactoryDelegate);
	String cvarName = "phys_cc_";
	cvarName += TrimString( input );

	ConsoleVariable* pCVar = theConsole.GetConsoleItemManager().FindCVar( cvarName );
	if( pCVar == NULL )
		return;

	pDel->AddCollisionFlag(pCVar->GetIntVal());
}
Пример #4
0
void ActorFactorySetShapeType(const String& input)
{
	ACTORFACTORY_GETDELEGATE(pDel, PhysicsActorFactoryDelegate);

	String shapeTypeStr = ToUpper( TrimString(input) );

	PhysicsActor::eShapeType shapeType = PhysicsActor::SHAPETYPE_BOX;
	if( shapeTypeStr == "CIRCLE" )
		shapeType = PhysicsActor::SHAPETYPE_CIRCLE;
	//TODO: add new shapes here

	pDel->SetShapeType( shapeType );
}
Пример #5
0
void ActorFactorySetEndColor(const String& input)
{
	ACTORFACTORY_GETDELEGATE(pDel, ParticleActorFactoryDelegate);

	float r,g,b;
	r=g=b=0.0f;

	StringList colors = SplitString(input);
	int size = colors.size();
	if( size > 0 )
		r = StringToFloat(colors[0]);
	if( size > 1 )
		g = StringToFloat(colors[1]);
	if( size > 2 )
		b = StringToFloat(colors[2]);

	pDel->SetEndColor( r, g, b	);
}
Пример #6
0
void ActorFactorySetGravity(const String& input)
{
	ACTORFACTORY_GETDELEGATE(pDel, ParticleActorFactoryDelegate);

	StringList values = SplitString(input);
	int size = values.size();

	Vector2 gravity(0.0f, 0.0f);	

	// X and Y are specified.
	if (size == 2)
	{
		gravity.X = StringToFloat(values[0]);
		gravity.Y = StringToFloat(values[1]);
	}
	// If only one value specified, assume it's just vertical.
	else if (size == 1 )
	{
		gravity.X = 0.0f;
		gravity.Y = StringToFloat(values[0]);
	}

	pDel->SetGravity(gravity);
}
Пример #7
0
void ActorFactorySetLayer(const String& input)
{
	ACTORFACTORY_GETDELEGATE(pDel, ActorFactoryDelegate);

	pDel->SetLayer( StringToInt(input) );
}
Пример #8
0
void ActorFactorySetTag(const String& input)
{
	ACTORFACTORY_GETDELEGATE(pDel, ActorFactoryDelegate);

	pDel->SetTag( input );
}
Пример #9
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void ActorFactorySetAlpha(const String& input)
{
	ACTORFACTORY_GETDELEGATE(pDel, ActorFactoryDelegate);

	pDel->SetAlpha( StringToFloat(input) );
}
Пример #10
0
void ActorFactoryLoadSpriteFrames(const String& input)
{
	ACTORFACTORY_GETDELEGATE(pDel, ActorFactoryDelegate);

	pDel->LoadSpriteFrames( input );
}
Пример #11
0
void ActorFactorySetMinSpeed(const String& input)
{
	ACTORFACTORY_GETDELEGATE(pDel, ParticleActorFactoryDelegate);

	pDel->SetMinSpeed( StringToFloat(input) );
}
Пример #12
0
void ActorFactorySetSystemLifetime(const String& input)
{
	ACTORFACTORY_GETDELEGATE(pDel, ParticleActorFactoryDelegate);

	pDel->SetSystemLifetime( StringToFloat(input) );
}
Пример #13
0
// 
// ActorFactory support.
//
void ActorFactorySetEmissionRate(const String& input)
{
	ACTORFACTORY_GETDELEGATE(pDel, ParticleActorFactoryDelegate);

	pDel->SetEmissionRate( StringToFloat(input) );
}
Пример #14
0
void ActorFactorySetGroupIndex(const String& input)
{
	ACTORFACTORY_GETDELEGATE(pDel, PhysicsActorFactoryDelegate);

	pDel->SetGroupIndex( StringToInt(input) );
}
Пример #15
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void ActorFactorySetLayerName(const String& input)
{
	ACTORFACTORY_GETDELEGATE(pDel, ActorFactoryDelegate);

	pDel->SetLayerName( TrimString(input) );
}
Пример #16
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void ActorFactorySetSprite(const String& input)
{
	ACTORFACTORY_GETDELEGATE(pDel, ActorFactoryDelegate);

	pDel->SetSprite( input, 0 );
}
Пример #17
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void ActorFactorySetMaxParticles(const String& input)
{
	ACTORFACTORY_GETDELEGATE(pDel, ParticleActorFactoryDelegate);

	pDel->SetMaxParticles( StringToInt(input) );
}
Пример #18
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void ActorFactoryAddTag( const String& input )
{
	ACTORFACTORY_GETDELEGATE(pDel, ActorFactoryDelegate);

	pDel->Tag( TrimString(input) );
}
Пример #19
0
void ActorFactorySetRestitution(const String& input)
{
	ACTORFACTORY_GETDELEGATE(pDel, PhysicsActorFactoryDelegate);

	pDel->SetRestitution( StringToFloat(input) );
}