public override void UpdateDelta(float delta)
        {
            switch (State)
            {
            case (SwingAction.Start):
                if (StartTime - delta <= 0)
                {
                    State = SwingAction.Swing;
                }
                break;

            case (SwingAction.Swing):
                if (SwingTime - delta <= 0)
                {
                    State = SwingAction.End;
                }
                break;

            case (SwingAction.End):
                if (EndTime - delta <= 0)
                {
                    Human.ResetState();
                }
                break;
            }
        }
Beispiel #2
0
        public void Fire()
        {
            SlashAction = SwingAction.DownSwing;
            Human.UpdatePose();
            var direction = TargetOffset;

            direction.Normalize();
            Weapon.Shoot(Human, FirePosition, direction);
        }
Beispiel #3
0
        public virtual void Swing()
        {
            Vector2    WeaponSize = new Vector2(16, 24) * Weapon.LengthModifier;
            RectangleF weaponMask = RectangleF.Centered(Human.Position + new Vector2(Human.Facing.GetX() * 0.5f * WeaponSize.X, 0), WeaponSize);

            if (Human.Weapon.CanParry)
            {
                Vector2 parrySize = new Vector2(22, 22);
                bool    success   = Human.Parry(weaponMask);
                if (success)
                {
                    Parried = true;
                }
            }
            if (!Parried)
            {
                Human.SwingWeapon(weaponMask, 10);
                SwingVisual(Parried);
                SlashAction = SwingAction.DownSwing;
            }
        }
Beispiel #4
0
        public virtual void Swing()
        {
            float   sizeMult   = 1;
            Vector2 weaponSize = new Vector2(16, 8);

            weaponSize.X *= Weapon.LengthModifier;
            weaponSize.Y *= Weapon.WidthModifier;
            RectangleF weaponMask = new RectangleF(Human.Position
                                                   + GetFacingVector(Human.Facing) * 8
                                                   + GetFacingVector(Human.Facing) * (weaponSize.X / 2)
                                                   + new Vector2(0, 1)
                                                   - weaponSize / 2f,
                                                   weaponSize);

            /*
             * Vector2 PlayerWeaponOffset = Position + FacingVector * 14;
             * Vector2 WeaponSize = new Vector2(14 / 2, 14 * 2);
             * RectangleF weaponMask = new RectangleF(PlayerWeaponOffset - WeaponSize / 2, WeaponSize);*/
            if (Weapon.CanParry)
            {
                HorizontalFacing Facing       = Human.Facing;
                Vector2          Position     = Human.Position;
                Vector2          FacingVector = GetFacingVector(Facing);
                Vector2          parrySize    = new Vector2(22, 22);
                bool             success      = Human.Parry(new RectangleF(Position + FacingVector * 8 - parrySize / 2, parrySize));
                if (success)
                {
                    Parried = true;
                }
            }
            if (!Parried)
            {
                Human.SwingWeapon(weaponMask, 10);
                SwingVisual(Parried);
                SlashAction = SwingAction.DownSwing;
            }
        }
Beispiel #5
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        public override void UpdateDelta(float delta)
        {
            switch (SlashAction)
            {
            case (SwingAction.StartSwing):
                SlashStartTime -= delta;
                if (SlashStartTime < 0)
                {
                    SlashAction = SwingAction.UpSwing;
                }
                break;

            case (SwingAction.UpSwing):
                SlashUpTime -= delta;
                if (SlashUpTime < 0)
                {
                    Swing();
                }
                break;

            case (SwingAction.DownSwing):
                SlashDownTime -= delta;
                if (SlashDownTime < 0)
                {
                    SlashAction = SwingAction.FinishSwing;
                }
                break;

            case (SwingAction.FinishSwing):
                SlashFinishTime -= delta;
                if (SlashFinishTime < 0)
                {
                    Human.ResetState();
                }
                break;
            }
        }
Beispiel #6
0
 public override void ParryReceive(IParryGiver giver)
 {
     SwingVisual(Parried);
     SlashAction = SwingAction.DownSwing;
 }