Terrain Constructor
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Constructor |
_destination (inherited from GameObject) | |
animator (inherited from GameObject) | Model animator |
collisionMultiplier (inherited from GameObject) | Defines the scale of damage or health an object bestows. |
collisionWithPlayerResponse (inherited from GameObject) | Defines what kind of collision response this GameObject should have. |
combinedNormalForce (inherited from GameObject) | Used in collision; combined velocity and totalForce normal calculation. |
combinedTangentialForce (inherited from GameObject) | Used in collision; combined velocity and totalForce tangential calculation. |
controllerIndex (inherited from GameObject) | Index to the game controller associated with this object |
currentAnimation (inherited from GameObject) | Animation currently running |
destinationReached (inherited from GameObject) | |
die (inherited from GameObject) | Die animation |
gravityNormalComponent (inherited from GameObject) | Used in collision; gravity normal calculation. |
gravityTangentialComponent (inherited from GameObject) | Used in collision; tangential gravity-force calculation. |
heightDifference (inherited from GameObject) | Difference between object height and terrain at it's x/z location. HeightDifference is positive when object is below the terrain. |
heightMapTexture | Height Map of the terrain |
idle (inherited from GameObject) | Idle animation |
jump (inherited from GameObject) | 3D Cue used with jump sound. |
localTerrainHeight (inherited from GameObject) | Terrain height at object's x/z location. |
modelAnimated (inherited from GameObject) | Game Object animated or not |
normalComponent (inherited from GameObject) | Normal component of force calculations. |
normalMapTexture | Normal map of the terrain |
particleSurfaceTension | Amount of rebound force applied by the terrain on a particle falling on the terrain |
playerSurfaceTension | Amount of rebound force applied by the terrain on a player falling on the terrain |
propSurfaceTension | Amount of rebound force applied by the terrain on a prop falling on the terrain |
staticObjectValues (inherited from GameObject) | Used to pass static instance data to shader (for static objects) |
surfaceNormal (inherited from GameObject) | Used in collision; surface normal calculation. |
tangentialComponent (inherited from GameObject) | Tangential component of force calculations. |
terrainScaleMaxY | Maximum height of the terrain (from XML) |
terrainScaleMinY | Minimum height of the terrain (from XML) |
totalForceNormalComponent (inherited from GameObject) | Used in collision; normal totalForce calculation. |
totalForceTangentialComponent (inherited from GameObject) | Used in collision; tangential totalForce calculation. |
velocityNormalComponent (inherited from GameObject) | Used in collision; normal velocity-force calculation. |
velocityTangentialComponent (inherited from GameObject) | Used in collision; tangential velocity-force calculation. |
walk (inherited from GameObject) | Walk animation |
animated (inherited from GameObject) | |
bumpTexture (inherited from GameObject) | |
destination (inherited from GameObject) | |
draw (inherited from GameObject) | Draw object |
drawAIVision (inherited from GameObject) | AI Vision Draw object |
drawBoundingVolume (inherited from GameObject) | Draw object's bounding volume |
grid (inherited from GameObject) | |
id (inherited from GameObject) | |
isCollectable (inherited from GameObject) | Defines if this object is collectable by players. |
isKey (inherited from GameObject) | Defines if this object is a Key object collected to pass the level. |
load (inherited from GameObject) | Draw object |
mass (inherited from GameObject) | Mass object, handles physics of GameObject. |
maxScale (inherited from GameObject) | |
model (inherited from GameObject) | |
name (inherited from GameObject) | |
objectModelName (inherited from GameObject) | Text identifier for model name. |
texture (inherited from GameObject) | |
type (inherited from GameObject) | |
typeID (inherited from GameObject) | |
x (inherited from GameObject) | |
z (inherited from GameObject) |
Draw | General draw function |
Draw_Billboards (inherited from GameObject) | Called after Draw method. Allows GameObjects to add Billboards to be drawn. List is cleared each pass, or frame. |
DrawAIVision | Overloaded. Draw function for AI-Vision |
DrawAIVision (inherited from GameObject) | Overloaded. Draws the model for ai vision |
DrawLevelSelectionScreen | Draw the level selection screen in the Menu |
Equals (inherited from Object) | Determines whether the specified Object is equal to the current Object. |
GetHashCode (inherited from Object) | Serves as a hash function for a particular type. GetHashCode is suitable for use in hashing algorithms and data structures like a hash table. |
GetObjectHeight (inherited from GameObject) | Sets the heightDifference parameter for this GameObject. HeightDifference is positive when object is below the terrain. |
GetTerrainHeight | Returns the height of the terrain at a particular x, z point |
GetTerrainNormal | Returns the normal of the terrain between point (x, z) and the next point that the object is going to land on based on the velocity |
GetType (inherited from Object) | Gets the Type of the current instance. |
Load | Load terrain info from XML |
Load_Instanced (inherited from GameObject) | Load object data from Xml. |
LoadModel (inherited from GameObject) | Load model data from XML |
ModifyTerrain | Procedurally let the user modify the terrain height values |
ObjectCollisionResponse (inherited from GameObject) | Default behavior applies force based physics for rebound. Override to supplement behavior. Return true if collidedObject is absorbed or destroyed, else false. |
PrepAttack (inherited from GameObject) | Prepare to fire the particle |
Rotate (inherited from GameObject) | Method called when the rotation buttons have been pressed |
RunController (inherited from GameObject) | Runs the appropriate animation on the model |
TerrainCollisionResponse (inherited from GameObject) | Default behavior applies force based physics for rebound. Override to supplement or replace behavior. |
ToString (inherited from Object) | Returns a String that represents the current Object. |
ToXml (inherited from GameObject) | |
Translate (inherited from GameObject) | Method called when the motion buttons have been pressed |
Update | Update to see if the terrain has been modified |
Finalize (inherited from Object) | Allows an Object to attempt to free resources and perform other cleanup operations before the Object is reclaimed by garbage collection. |
MemberwiseClone (inherited from Object) | Creates a shallow copy of the current Object. |
Terrain Class | DarkWynter.Engine.GameObjects Namespace