示例#1
0
 public SpellProjectile(Matrix4 origin, Vector3 movement, ParticleEffect effect) {
   //         this.origin = origin;
   //         this.movement = movement;
   //         position = new Vector3();
   e = effect;
   e = a.firePool.obtain();
   a.particleSystem.add(e);
   e.init();
   e.start();
   body = new btRigidBody(2, null, new btSphereShape(0.1f));
   body.setWorldTransform(origin);
   body.setLinearVelocity(movement);
   //         body.setFriction(0f);
 }
示例#2
0
 public void onAttackEnd() {
   switch (attacktype) {
     case Bash:
       break;
     case Shoot:
       break;
     case Spell:
       magicParticles.start();
       break;
     case Stab:
       break;
     case Swing:
       break;
     default:
       break;
   }
 }
示例#3
0
 public void loadModel(AssetProvider a, Player p) {
   this.parent = p;
   this.a = a;
   hasParticles = false;
   if (!weaponID.equals("")) {
     mi = a.createInstance("core/assets/models/weapons/" + weaponID + ".g3dj");
   }
   /*    if (weaponID.contains("poison")) {
      magicParticles = a.poisonPool.obtain();
      magicParticles.init();
      magicParticles.start();
      a.particleSystem.add(magicParticles);
      hasParticles = true;
   } else */
   if (weaponID.contains("spell")) {
     magicParticles = a.firePool.obtain();
     magicParticles.init();
     magicParticles.start();
     a.particleSystem.add(magicParticles);
     hasParticles = true;
   }
 }