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stgsharp/源代码/StgSharp/Stg/Bullet.cs
T

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C#

//-----------------------------------------------------------------------
//-----------------------------------------------------------------------
// file="Bullet.cs"
// Project: StgSharp
// AuthorGroup: Nitload Space
// Copyright (c) Nitload Space. All rights reserved.
//
// Permission is hereby granted, free of charge, to any person
// obtaining a copy of this software and associated documentation
// files (the ¡°Software¡±), to deal in the Software without restriction,
// including without limitation the rights to use, copy, modify, merge,
// publish, distribute, sublicense, and/or sell copies of the Software,
// and to permit persons to whom the Software is furnished to do so,
// subject to the following conditions:
//
// The above copyright notice and
// this permission notice shall be included in all copies
// or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED ¡°AS IS¡±,
// WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED,
// INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
// IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM,
// DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
// ARISING FROM, OUT OF OR IN CONNECTION WITH
// THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
//
//-----------------------------------------------------------------------
//-----------------------------------------------------------------------
using StgSharp.Geometries;
using StgSharp.Math;
using System;
namespace StgSharp.Gaming
{
public abstract class Bullet : IInstancing, IPlainEntity
{
protected Bullet
(
PlainInstancingBuffer<Bullet> buffer,
GeometryMotion movement,
vec2d beginPosition,
float angle,
float scale
)
{
if (buffer == null)
{
throw new ArgumentNullException(nameof(buffer));
}
GlobalBuffer = buffer;
BufferId = buffer.CreateInstanceID();
((IInstancing)this).Scale = scale;
((IInstancing)this).Coord = new vec3d( beginPosition,0);
((IInstancing)this).Rotation = angle;
Motion = movement;
}
public int BufferId
{
get;
set;
}
public vec2d CenterPosition
{
get;
set;
}
public IInstancingBuffer GlobalBuffer
{
get;
set;
}
public GeometryMotion Motion
{
get;
set;
}
vec3d IInstancing.CenterPositionGlobal
{
get;
set;
}
public bool CollideWith(IPlainEntity entity)
{
throw new System.NotImplementedException();
}
}
}