public override void execute(List <object> actuator, List <object> target)
        {
            controller.Possess(character);
            scene.Characters.Add(character);
            scene.GetActors().Add(character);
            scene.AddAiController(controller);

            Vector3 position = character.GetCenterPosition();
            Vector3 size     = character.GetSize();
            //Show grass particle effects when the character appears
            FoliageCutParticleEffectFactory foliageCutFactory =
                new FoliageCutParticleEffectFactory(new Vector2(position.X, position.Y + 20), (int)size.Length(), 600, new Vector2(0.8f, 1.3f), new Vector2(-0.5f, -1.5f) /*Vector2.Zero*/, 1f, 0f, Color.ForestGreen, Color.Brown, 400, rotVel: 0.75f);
            ParticleEffectManager foliageCutEffectManager = new ParticleEffectManager(ParticleConfig.FOLIAGE_CUT_TEXTURE, foliageCutFactory, 30, 200, false, BlendState.NonPremultiplied, effectDuration: 600);

            scene.ParticleEffects.Add(foliageCutEffectManager);
        }
        private void DespawnAi()
        {
            Path.Clear();
            scene.RemoveActor(Character());
            scene.Characters.Remove(Character());
            scene.RemoveAiController(this);

            //Remove footstep particle effect for the current Ai
            scene.RemoveParticleEffect(Character().CharacterPhysics.FootstepEffectManager);

            //Show particle effects if AI disappears
            Vector3 position = Character().GetCenterPosition();
            Vector3 size     = Character().GetSize();

            FoliageCutParticleEffectFactory foliageCutFactory =
                new FoliageCutParticleEffectFactory(new Vector2(position.X, position.Y + 20), (int)size.Length(), 600, new Vector2(0.8f, 1.3f), new Vector2(-0.5f, -10f) /*Vector2.Zero*/, 1f, 0f, Color.ForestGreen, Color.Brown, 400, rotVel: 0.75f);
            ParticleEffectManager foliageCutEffectManager = new ParticleEffectManager(ParticleConfig.FOLIAGE_CUT_TEXTURE, foliageCutFactory, 30, 200, false, BlendState.NonPremultiplied, effectDuration: 600);

            scene.ParticleEffects.Add(foliageCutEffectManager);
        }
Beispiel #3
0
        public void CharacterCut(Character actuatingCharacter)
        {
            if (!Active)
            {
                return;
            }
            Active = false;
            CharacterCutEventList.Execute(new List <object>()
            {
                actuatingCharacter
            }, new List <object>()
            {
                this
            });
            //show particle effect

            FoliageCutParticleEffectFactory foliageCutFactory =
                new FoliageCutParticleEffectFactory(new Vector2(position.X, position.Y - size.Y / 2), (int)size.Length(), 500, new Vector2(5, 5), Vector2.Zero, 1f, 0f, Color.White, Color.White, 500, rotVel: 2f);
            ParticleEffectManager foliageCutEffectManager = new ParticleEffectManager(ParticleConfig.FOLIAGE_CUT_TEXTURE, foliageCutFactory, 1, 128, false, BlendState.NonPremultiplied, effectDuration: 500);

            scene.ParticleEffects.Add(foliageCutEffectManager);
        }