Update: CC - Mouse Down (yeun1lve8x.js) 1568 bytes modified

beta.r3js.org
-=yb4f310 2017-11-13 07:55:31 +01:00
parent 8c75e3e365
commit 224f7ca2e8
1 changed files with 1 additions and 48 deletions

View File

@ -2,54 +2,7 @@ if (!this.entityLoaded) {
return;
}
/**
* First we find our crosshair
*/
var crosshair = GameLib.EntityManager.Instance.findComponentById('03zckwzjqd');
/**
* Target, is the x / y postion of the crosshair on the z=0 plane in the crosshair scene
*/
var target = new THREE.Vector3(crosshair.position.x, crosshair.position.y, 0);
/**
* We need the x/y/z position of an imaginary object, at target position, in the game scene
*/
var mInverse = new THREE.Matrix4().getInverse( crosshair.matrixWorld );
particle.position.applyMatrix4( mInverse );
var particleEngine = GameLib.EntityManager.Instance.findComponentById('e86omxvjap');
var particle = GameLib.EntityManager.Instance.findComponentById('x6sdjurpfs');
var flamethrower = GameLib.EntityManager.Instance.findComponentById('3h0rspolkq');
var worldCamera = GameLib.EntityManager.Instance.findComponentById('a3g7vuh91k');
var end = ;
end.unproject(worldCamera.instance);
//var crosshairPosition = crosshair.position.instance.clone();
//var flamethrowerPosition = worldCamera.position.instance.clone();
var direction = worldCamera.position.instance.clone().sub(end).normalize().negate();
console.log(direction);
particle.instance.position.x = worldCamera.position.x;// + direction.x * 0.3;
particle.instance.position.y = worldCamera.position.y;// + direction.y * 0.3;
particle.instance.position.z = worldCamera.position.z;// + direction.z * 0.3;
var sensitivity = 0.1;
particle.direction.instance.x = direction.x * sensitivity;
particle.direction.instance.y = direction.y * sensitivity;
particle.direction.instance.z = direction.z * sensitivity;
particleEngine.enabled = true;
this.throwerParticleEngine.enabled = true;
return null;
//@ sourceURL=mouseDown.js