//============================================================================= //============================================================================= Vehicle::Vehicle(Context* context) : LogicComponent( context ) , steering_( 0.0f ) { // fixed update() for inputs and post update() to sync wheels for rendering SetUpdateEventMask( USE_FIXEDUPDATE | USE_POSTUPDATE ); gEngineForce = 0.0f; //applied force (real time) gBreakingForce = 0.0f; //applied force (real time) maxEngineForce = 5000.f; //this should be engine/velocity dependent maxBreakingForce = 500.f; //gVehicleSteering = 0.0f; steeringIncrement = 0.05f; //amount of applied angular force key:A/D steeringClamp = 0.2f; //Don't increase the angle wheelRadius = 0.32f; wheelWidth = 0.22f; wheelFriction = 1000;//BT_LARGE_FLOAT; rollInfluence = 0.01f;//1.0f; suspensionStiffness = 40.0f;//20.f; suspensionDamping = 2.3f;//2.3f; suspensionCompression = 4.4f;//4.4f; suspensionRestLength = 0.6f;//0.6 // federung m_vehicleRayCaster = NULL; m_vehicle = NULL; m_vpNodeWheel.Clear(); vehicleGear = 0; }
void WarriorSkill1::Start() { skillSprite_ = (Sprite*)(main_->mySceneNode_->GetComponent<HUD>()-> hud_->GetChild("skill1", false)->GetChild(0)->GetChild(0)); SubscribeToEvent(E_HUDBUTT, HANDLER(WarriorSkill1, HandleHudButt)); SetUpdateEventMask(USE_UPDATE); }
Fish::Fish(Context* context) : LogicComponent(context), verticalSpeed_{0.0f}, jumpDelay_{0.0f} { SetUpdateEventMask(USE_UPDATE); }
Vehicle::Vehicle(Context* context) : LogicComponent(context), steering_(0.0f) { // Only the physics update event is needed: unsubscribe from the rest for optimization SetUpdateEventMask(USE_FIXEDUPDATE); }
RigidBodyMoveTo::RigidBodyMoveTo(Context* context) : LogicComponent(context) { isMoving_ = false; // Only the physics update event is needed: unsubscribe from the rest for optimization SetUpdateEventMask(USE_FIXEDUPDATE); }
Rotator::Rotator(Context* context) : LogicComponent(context), rotationSpeed_(Vector3::ZERO) { // Only the scene update event is needed: unsubscribe from the rest for optimization SetUpdateEventMask(USE_UPDATE); }
Mover::Mover(Context* context) : LogicComponent(context), moveSpeed_(0.0f), rotationSpeed_(0.0f) { // Only the scene update event is needed: unsubscribe from the rest for optimization SetUpdateEventMask(USE_UPDATE); }
void RotateTo::Start() { //SubscribeToURHO3D_EVENT(E_SETCLIENTMODELNODE, URHO3D_HANDLER(RotateTo, HandleSetClientModelNode)); SubscribeToEvent(E_ROTATEMODELNODE, URHO3D_HANDLER(RotateTo, HandleRotateModelNode)); /*VariantMap vm; vm[GetClientModelNode::P_NODE] = node_; SendURHO3D_EVENT(E_GETCLIENTMODELNODE, vm);*/ SetUpdateEventMask(USE_FIXEDUPDATE); }
void RangerSkill4::Start() { skillSprite_ = (Sprite*)(main_->mySceneNode_->GetComponent<HUD>()-> hud_->GetChild("skill4", false)->GetChild(0)->GetChild(0)); SubscribeToEvent(E_HUDBUTT, HANDLER(RangerSkill4, HandleHudButt)); SetUpdateEventMask(USE_UPDATE); XMLFile* xmlFile = main_->cache_->GetResource<XMLFile>("Objects/terriesSnail.xml"); snail_ = node_->GetScene()->InstantiateXML(xmlFile->GetRoot(), Vector3::ZERO, Quaternion::IDENTITY, LOCAL); snail_->SetVar("npcType",0);//0 = hero, 1 = terry snail_->SetEnabled(false); }
/// Construct. CustomLogic::CustomLogic(Context* context) : LogicComponent(context) { SetUpdateEventMask(USE_FIXEDUPDATE | USE_UPDATE); }
Board::Board(Context* context) : LogicComponent(context) { SetUpdateEventMask(USE_UPDATE); }
PlanetComponent::PlanetComponent(Context* context) : LogicComponent(context) { SetUpdateEventMask(USE_FIXEDUPDATE | USE_UPDATE); SubscribeToEvent(E_POSTRENDERUPDATE, URHO3D_HANDLER(PlanetComponent, HandlePostRenderUpdate)); }
FlappyCam::FlappyCam(Context* context) : LogicComponent(context) { SetUpdateEventMask(USE_UPDATE); }
void Enchanted::Start() { SetUpdateEventMask(USE_UPDATE); //SubscribeToEvent(E_GETCLIENTGRAVITY, HANDLER(Enchanted, HandleGetEnchanted)); }
DebugCameraController2D::DebugCameraController2D(Context* context) : LogicComponent(context) { SetUpdateEventMask(USE_NO_EVENT); }