Changeset 10794
- Timestamp:
- Nov 10, 2015, 7:47:39 PM (9 years ago)
- Location:
- code/branches/fabienHS15
- Files:
-
- 9 edited
Legend:
- Unmodified
- Added
- Removed
-
code/branches/fabienHS15/data/overlays/jumpHUD.oxo
r10262 r10794 37 37 showFuel = false 38 38 showMessages = true 39 /> 40 41 <HUDBar 42 name = "SpeedBar1" 43 background = "Orxonox/BarBackground" 44 size = "0.35, 0.05" 45 position = "0.0 , 1.0 " 46 pickpoint = "0, 1" 47 correctaspect = false 48 49 initialvalue = 50 50 51 > 52 <BarColour position = 0.0 colour = "0.7,0.5,0.2" /> 53 <BarColour position = 0.5 colour = "0.2,0.7,0.2" /> 54 <BarColour position = 1.0 colour = "0.7,0.2,0.2" /> 55 </HUDBar> 39 /> 56 40 57 41 </OverlayGroup> -
code/branches/fabienHS15/src/modules/overlays/hud/HUDWeapon.cc
r10739 r10794 112 112 { 113 113 SUPER(HUDWeapon, changedVisibility); 114 115 bool visible = this->isVisible(); 116 117 for (std::vector<WeakPtr<HUDWeaponMode> >::iterator it = hudWeaponModes_.begin(); it != hudWeaponModes_.end(); ++it) 118 { 119 (*it)->setVisible(visible); 120 } 114 121 } 115 122 -
code/branches/fabienHS15/src/modules/overlays/hud/HUDWeaponMode.cc
r10791 r10794 93 93 textOverlayRight_->setZOrder(600); 94 94 95 materialNameState_ = " Orxonox/WSHUD_Empty";95 materialNameState_ = ""; 96 96 97 97 overlayElementReplenish_->setMaterialName("Orxonox/WSHUD_Replenish"); … … 198 198 199 199 this->owner_ = orxonox_cast<Pawn*>(this->getOwner()); 200 201 materialNameState_ = ""; // Needed to set the material in the tick ater a change of the owner. 200 202 } 201 203 … … 212 214 SUPER(HUDWeaponMode, changedVisibility); 213 215 214 this->textOverlayLeft_->setVisible(this->isVisible()); 215 this->textOverlayRight_->setVisible(this->isVisible()); 216 bool visible = this->isVisible(); 217 218 this->textOverlayLeft_->setVisible(visible); 219 this->textOverlayRight_->setVisible(visible); 220 221 if (visible) 222 { 223 overlayElementIcon_->show(); 224 overlayElementReplenish_->show(); 225 overlayElementMunition_->show(); 226 overlayElementState_->show(); 227 } 216 228 } 217 229 -
code/branches/fabienHS15/src/modules/overlays/hud/HUDWeaponSystem.cc
r10739 r10794 100 100 { 101 101 SUPER(HUDWeaponSystem, changedVisibility); 102 103 bool visible = this->isVisible(); 104 105 for (std::vector<WeakPtr<HUDWeapon> >::iterator it = hudWeapons_.begin(); it != hudWeapons_.end(); ++it) 106 { 107 (*it)->setVisible(visible); 108 } 102 109 } 103 110 -
code/branches/fabienHS15/src/modules/weapons/projectiles/Rocket.cc
r10622 r10794 76 76 Model* model = new Model(this->getContext()); 77 77 model->setMeshSource("rocket.mesh"); 78 model->scale( 0.7f);78 model->scale(1.0f); 79 79 this->attach(model); 80 80 … … 187 187 SUPER(Rocket, tick, dt); 188 188 189 orxout() << "Rocket::tick" << getScale() << endl; 190 189 191 if( this->hasLocalController() ) 190 192 { -
code/branches/fabienHS15/src/modules/weapons/projectiles/SimpleRocket.cc
r10299 r10794 76 76 Model* model = new Model(this->getContext()); 77 77 model->setMeshSource("rocket.mesh"); 78 model->scale( 0.7f);78 model->scale(1.0f); 79 79 this->attach(model); 80 80 … … 116 116 { 117 117 SUPER(SimpleRocket, tick, dt); 118 119 orxout() << "SimpleRocket::tick" << getScale() << endl; 118 120 119 121 if (GameMode::isMaster()) -
code/branches/fabienHS15/src/modules/weapons/weaponmodes/RocketFire.cc
r10688 r10794 79 79 rocket->setPosition(this->getMuzzlePosition()); 80 80 rocket->setVelocity(this->getMuzzleDirection() * this->speed_); 81 rocket->scale( 2);81 rocket->scale(1.0f); 82 82 83 83 rocket->setShooter(this->getWeapon()->getWeaponPack()->getWeaponSystem()->getPawn()); -
code/branches/fabienHS15/src/modules/weapons/weaponmodes/SimpleRocketFire.cc
r10688 r10794 85 85 rocket->setVelocity(this->getMuzzleDirection()*this->speed_); 86 86 rocket->setShooter(this->getWeapon()->getWeaponPack()->getWeaponSystem()->getPawn()); 87 rocket->scale(1.0f); 87 88 88 89 rocket->setDamage(this->damage_); -
code/branches/fabienHS15/src/orxonox/weaponsystem/Munition.h
r10791 r10794 43 43 enum Value 44 44 { 45 S hare,46 S tack,47 S eparate45 Separate, // Every comsuming weapon mode has its own magazine. It is possible that one weapon mode is out of ammo while another still has some. 46 Share, // All comsuming weapon modes take their munition from the same magazine. If this magazine is empty a new one is loaded. 47 Stack // There is only one magazine where all the munition is stored. Use this deployment mode for heavy weapons loke rockets, bombs, ... 48 48 }; 49 49 }
Note: See TracChangeset
for help on using the changeset viewer.