Beispiel #1
0
        public override IEnumerable <IActionEffect> Execute()
        {
            ActorData activeActor = ActorData;

            var activeActorPositionBefore    = activeActor.LogicalPosition;
            var displacedActorPositionBefore = DisplacedActor.LogicalPosition;

            activeActor.LogicalPosition    = displacedActorPositionBefore;
            DisplacedActor.LogicalPosition = activeActorPositionBefore;

            yield return(ActionEffectFactory.CreateMoveEffect(activeActor, activeActorPositionBefore));

            yield return(ActionEffectFactory.CreateMoveEffect(DisplacedActor, displacedActorPositionBefore));
        }
Beispiel #2
0
        public override IEnumerable <IActionEffect> Execute()
        {
            Vector2Int previousPosition = ActorData.LogicalPosition;
            Vector2Int newPosition      = previousPosition + Direction;

            if (_gridInfoProvider.IsWalkable(newPosition))
            {
                if (ActorData.ActorType == ActorType.Player && _gameContext.EnvironmentTilemap.HasTile(newPosition.ToVector3Int()))
                {
                    TileBase stairsDownTile = Resources.Load <TileBase>("Tiles/Environment/Stairs_down");
                    if (_gameContext.EnvironmentTilemap.GetTile(newPosition.ToVector3Int()) == stairsDownTile)
                    {
                        _textEffectPresenter.ShowTextEffect(ActorData.LogicalPosition, "Back down? Never!", Color.yellow);
                    }
                }
                if (_gameContext.BasherSteps == 0 && ActorData.ActorType == ActorType.Basher && Vector2IntUtilities.WalkDistance(ActorData.LogicalPosition,
                                                                                                                                 _gameContext.PlayerActor.ActorData.LogicalPosition) <= 5)
                {
                    _gameContext.BasherSteps = 1;
                    _uiConfig.BasherMessage.gameObject.SetActive(true);
                    _uiConfig.BasherMessage.SetMessage("Ha! So you didn't disappoint me! Finally I see you again, my rattish friend! As you might " +
                                                       "have guessed, that was me that sent you the key. I'll be happy to take you away from this scary place. But first " +
                                                       "we have to deal with one thing. You saved my life by attributing to yourself my deeds against the revolutionists. " +
                                                       "But this also made me feel like a lousy coward. My honour has been terribly undermined and I need to clean it. " +
                                                       "I challenge you to a duel! No magic, no eating, just me, you and steel. Prepare!");

                    IEnumerable <ActorData> friendsAndBuddies = _entityDetector.DetectActors(ActorData.LogicalPosition, 15)
                                                                .Where(a => a.ActorType == ActorType.Friend || a.ActorType == ActorType.Buddy);
                    foreach (var friendOrBuddy in friendsAndBuddies)
                    {
                        _deathHandler.HandleDeath(friendOrBuddy);
                    }
                }

                IActionEffect effect = ActionEffectFactory.CreateMoveEffect(ActorData, previousPosition);
                ActorData.LogicalPosition = newPosition;
                if (ActorData.CaughtActor != null)
                {
                    ActorData.CaughtActor.LogicalPosition = newPosition;
                }

                yield return(effect);
            }
            else
            {
                IActionEffect effect = ActionEffectFactory.CreateBumpEffect(ActorData, newPosition);
                yield return(effect);
            }
        }