diff --git a/yeun1lve8x.js b/yeun1lve8x.js index 61ae2e5..1bd73ff 100644 --- a/yeun1lve8x.js +++ b/yeun1lve8x.js @@ -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 \ No newline at end of file