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- CrashTurtle::CrashTurtle(const XMFLOAT3& position, const float &turnTime):
- GameEnemy(position), m_TurnTime(turnTime)
- {
- SetTag(L"Turtle");
- GameManager::GetInstance()->AddEnemy(this);
- m_TurnTimer = m_TurnTime / 2.0f;
- m_pRigidBody = new RigidBodyComponent();
- m_pRigidBody->SetKinematic(true);
- AddComponent(m_pRigidBody);
- std::shared_ptr<PxGeometry> geom(new PxBoxGeometry(1.3f, 0.4f, 0.8f));
- auto mat = PhysxManager::GetInstance()->GetPhysics()->createMaterial(0.0f, 0.0f, 0.0f);
- auto pose = PxTransform(PxVec3(0.0f, 0.4f, 0.0f));
- m_pCollider = new ColliderComponent(geom,*mat,pose);
- AddComponent(m_pCollider);
- m_pTrigger = new GameTrigger(PxVec3(1.5f, 0.7f, 1.0f),
- PxVec3(0.0f,0.5f,0.0f), this);
- AddChild(m_pTrigger);
- m_pGameModel = new GameModel(L"Resources/Game/Meshes/mesh_turtle.ovm", MAT_TURTLE);
- auto s = 0.05f;
- m_pGameModel->GetTransform()->Scale(s, s, s);
- m_pGameModel->GetTransform()->Rotate(90.0f, 0.0f, 0.0f);
- auto p = GetTransform()->GetPosition();
- AddChild(m_pGameModel);
- }
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