daily update on 20240828 by nitload youmu, autotexture added
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@@ -39,13 +39,13 @@ namespace StgSharp.Entities
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{
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internal Launcher<EntityPartical> _awardLauncher;
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internal LinkedList<Launcher<EntityPartical>> _commonBulletLauncher;
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internal Launcher<EntityPartical> _dieBulletLauncher;
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internal LinkedList<Launcher<EntityPartical>> _commonBulletLauncher;
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public bool _selectalbe;
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public Launcher<EntityPartical> AwardLauncher { get; set; }
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public LinkedList<Launcher<EntityPartical>> CommonBulletLauncher { get; set; }
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public Launcher<EntityPartical> DieBulletLauncher { get; set; }
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public LinkedList<Launcher<EntityPartical>> CommonBulletLauncher { get; set; }
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public virtual void OnRender()
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{
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@@ -40,14 +40,24 @@ namespace StgSharp
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{
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protected uint _bornTick;
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internal Point _basePoint;
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internal Func<int, vec3d> _movHandler;
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internal LinkedList<PlainGeometry> _collisionBox;
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internal Sensor<PlainGeometry> _collisionSensor;
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internal Func<int,vec3d> _movHandler;
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internal Point _basePoint;
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internal Point _pos;
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internal Point _position;
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internal Sensor<PlainGeometry> _collisionSensor;
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internal string _texture;
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/// <summary>
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/// X position of an enenmy entity
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/// </summary>
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public float X { get; set; }
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/// <summary>
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/// Y position of an enemy entity
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/// </summary>
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public float Y { get; set; }
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public LinkedList<PlainGeometry> CollisionBox
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{
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get => _collisionBox;
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@@ -63,23 +73,13 @@ namespace StgSharp
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set => _collisionSensor = value;
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}
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public string TextureGL { get; set; }
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/// <summary>
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/// A 2D vector presenting the position of an enemy entity, position can also be visited by X, Y
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/// </summary>
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public vec2d Location { get; }
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public string TextureGL { get; set; }
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/// <summary>
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/// X position of an enenmy entity
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/// </summary>
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public float X { get; set; }
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/// <summary>
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/// Y position of an enemy entity
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/// </summary>
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public float Y { get; set; }
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public abstract void OnRenderFrame();
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public void SetLocation(Point p)
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@@ -36,14 +36,15 @@ namespace StgSharp
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public class Launcher<T> where T : IEntity
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{
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internal uint[] launchtick; //发射子弹的内部计时
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internal Counter<int> _internalParameter; //发射器的内部计时器
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internal EntityPartical _bulletSample; //发射的子弹类型
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/*
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*用于发射其他的实体,主要是子弹 和 掉落物
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*/
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internal vec2d _center; //发射器的参考位置,运动轨迹的方程应当基于这个参考点构建
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internal Counter<int> _internalParameter; //发射器的内部计时器
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internal uint[] launchtick; //发射子弹的内部计时
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public EntityPartical Bullet
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{
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