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AppendClass.Debris = {
__parents = { "GameDynamicSpawnObject" },
}
function Debris:GetDynamicData(data)
data.opacity = self.opacity
local fade_time = GameTime() - self.time_fade_away_start
data.time_fade_away = (fade_time > self.time_fade_away) and 0 or (self.time_fade_away - fade_time)
data.time_disappear = self.time_disappear
local p = self.spawning_obj
if p then
data.parent_handle = p.handle
end
end
function Debris:SetDynamicData(data)
self.opacity = data.opacity
self:StartPhase("FadeAway", data.time_fade_away, data.time_disappear)
local ph = data.parent_handle
if ph then
local p = HandleToObject[ph]
self.spawning_obj = p
self:SetColorization(p)
end
end
--[[
--return in case of floating debris
function Debris:ShouldBeVisibileWhileFading()
return not not GetPassSlab(self)
end
]]
local prev_func = Debris.enum_obj
function Debris.enum_obj(obj, ...)
if prev_func(obj, ...) and not IsKindOf(obj, "TreeTop") then
return true
end
end