Beispiel #1
0
 /// <summary>
 /// Moves to given position and returns the first point of the path.
 /// <param name="followMode">Set this to true, if the variable mTarget
 /// has been set and the MoveTo is supposed to follow a
 /// GameObject</param>
 /// </summary>
 public Vector2? MoveTo(Vector2 targetPosition, bool followMode = false)
 {
     //Debug.WriteLine("Move from " + mPosition + " to " + targetPosition + " received, Lieutenant!");
     if (!followMode) mTarget = null;
     mDestination = targetPosition;
     mPath = PathFinder.GetInstance().CalculatePath(Position, targetPosition, mOwner.GetType());
     if (mPath != null)
     {
         // For debug drawing
         if (GlobalValues.GetInstance().mShowPaths) CodeTest.AddPathToDraw(mPath, Position);
         mNextWayPoint = mPath.mPoints.Pop();
         ResetUpdateCounters(mNextWayPoint);
         return mNextWayPoint;
     }
     Debug.WriteLine("Got no path!");
     mNextWayPoint = null;
     return null;
 }
Beispiel #2
0
        /// <summary>
        /// Initiates the recalculation of the Position 
        /// </summary>
        /// <returns>Returns true as long as it is moving.</returns>
        public bool Update()
        {
            if (mPath == null || (ReachedNextWayPoint() && mPath.mPoints.Count == 0)) return false;
            if (ReachedNextWayPoint())
            {
                mNextWayPoint = mPath.mPoints.Pop();
                ResetUpdateCounters(mNextWayPoint);
            }
            ProcessMovement();
            if (mPath == null) return false;  // it may be that the previous call stops us
            mCurrentUpdateCounter++;
            if (mCurrentUpdateCounter > mEstimatedUpdatesToNextPoint
                + GlobalValues.GetInstance().mSkipWaypointTimeout)
            {
                // Looks like we can't reach the waypoint, what now?
                // Try to abbreviate (skip waypoint):
                if (mPath.mPoints.Count > 0 && PathFinder.GetInstance()
                    .DirectConnection(Position, mPath.mPoints.Peek(), mOwner.GetType()))
                {
                    mNextWayPoint = mPath.mPoints.Pop();
                    ResetUpdateCounters(mNextWayPoint);
                }
                else if (mPath.mPoints.Count == 0 && (Position - mDestination).Length()<150)
                {
                    // Stop movement as it doesn't matter anymore
                    mPath = null;
                    mNextWayPoint = null;
                    return false;
                }

            }
            return true;
        }
Beispiel #3
0
 public FreeMovement(IMovable owner)
 {
     mSpeed = owner.MovementSpeed;
     mOwner = owner;
     mPath = new Path(new Stack<Vector2>());
 }
Beispiel #4
0
 /// <summary>
 /// Adds a path to CodeTest.mPathlistToDraw, such that the given path
 /// will be drawn on the screen.
 /// </summary>
 /// <param name="path">the path to be drawn</param>
 /// <param name="startPosition">the start position to pre-add which by default is not part of a path</param>
 public static void AddPathToDraw(Path path, Vector2 startPosition)
 {
     List<Vector2> list = new List<Vector2>(path.mPoints);
     list.Insert(0, startPosition);
     mPathlistToDraw.Add(list);
 }