Update: CC - Mouse Down (yeun1lve8x.js) 1568 bytes modified
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@ -2,54 +2,7 @@ if (!this.entityLoaded) {
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return;
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return;
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}
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}
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/**
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this.throwerParticleEngine.enabled = true;
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* First we find our crosshair
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*/
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var crosshair = GameLib.EntityManager.Instance.findComponentById('03zckwzjqd');
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/**
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* Target, is the x / y postion of the crosshair on the z=0 plane in the crosshair scene
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*/
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var target = new THREE.Vector3(crosshair.position.x, crosshair.position.y, 0);
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/**
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* We need the x/y/z position of an imaginary object, at target position, in the game scene
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*/
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var mInverse = new THREE.Matrix4().getInverse( crosshair.matrixWorld );
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particle.position.applyMatrix4( mInverse );
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var particleEngine = GameLib.EntityManager.Instance.findComponentById('e86omxvjap');
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var particle = GameLib.EntityManager.Instance.findComponentById('x6sdjurpfs');
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var flamethrower = GameLib.EntityManager.Instance.findComponentById('3h0rspolkq');
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var worldCamera = GameLib.EntityManager.Instance.findComponentById('a3g7vuh91k');
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var end = ;
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end.unproject(worldCamera.instance);
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//var crosshairPosition = crosshair.position.instance.clone();
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//var flamethrowerPosition = worldCamera.position.instance.clone();
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var direction = worldCamera.position.instance.clone().sub(end).normalize().negate();
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console.log(direction);
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particle.instance.position.x = worldCamera.position.x;// + direction.x * 0.3;
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particle.instance.position.y = worldCamera.position.y;// + direction.y * 0.3;
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particle.instance.position.z = worldCamera.position.z;// + direction.z * 0.3;
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var sensitivity = 0.1;
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particle.direction.instance.x = direction.x * sensitivity;
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particle.direction.instance.y = direction.y * sensitivity;
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particle.direction.instance.z = direction.z * sensitivity;
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particleEngine.enabled = true;
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return null;
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return null;
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//@ sourceURL=mouseDown.js
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//@ sourceURL=mouseDown.js
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