Beispiel #1
0
        public override void SetDatas()
        {
            MGgDataMapping dataMapping   = MCgDataMapping.Get <MGgDataMapping>();
            MGgPlayerState myPlayerState = (MGgPlayerState)PlayerState;

            if (!bPlacedInWorld || !MyInfo.IsValid())
            {
                MyInfo.Copy(myPlayerState.PlayerData.Info);
            }

            MyData_Character = dataMapping.LoadData <MGgData_Character>(EGgAssetType.Characters, MyInfo.Character);

            MyData_CharacterMeshSkin     = dataMapping.LoadData <MGgData_CharacterMeshSkin>(EGgAssetType.CharacterMeshSkins, MyInfo.MeshSkin);
            MyData_CharacterMaterialSkin = dataMapping.LoadData <MGgData_CharacterMaterialSkin>(EGgAssetType.CharacterMaterialSkins, MyInfo.MaterialSkin);

            Data_Weapons.Clear();

            CurrentWeaponCount = 1;

            //Data_Weapons.Reserve(CurrentWeaponCount);

            for (int i = 0; i < CurrentWeaponCount; ++i)
            {
                MGgData_Weapon data = dataMapping.LoadData <MGgData_Weapon>(EGgAssetType.Weapons, MyInfo.Weapon);
                Data_Weapons.Add(data);
            }

            Data_WeaponMaterialSkins.Clear();
            //Data_WeaponMaterialSkins.Reserve(CurrentWeaponCount);

            for (int i = 0; i < CurrentWeaponCount; ++i)
            {
                MGgData_WeaponMaterialSkin data = dataMapping.LoadData <MGgData_WeaponMaterialSkin>(EGgAssetType.WeaponMaterialSkins, MyInfo.WeaponMaterialSkin);
                Data_WeaponMaterialSkins.Add(data);
            }
        }
Beispiel #2
0
        protected override void PostProcessInput(float deltaTime)
        {
            base.PostProcessInput(deltaTime);

            FGgManager_Input manager = (FGgManager_Input)Manager_Input;

            manager.PostProcessInput(deltaTime);

            FCgInputFrame inputFrame = manager.CurrentInputFrame;

            // Reset PriorityList
            foreach (FCgGameEventInfo info in GameEventInfoPriorityList)
            {
                info.Reset();
            }

            // Process GameEventDefinitions
            foreach (FCgGameEventDefinition def in manager.GameEventDefinitions_Game)
            {
                def.Sentence.ProcessInput(inputFrame);

                if (def.Sentence.Completed)
                {
                    EGgGameEvent_Game e = FEGgGameEvent_Game_Helper.ToType(def.Event);
                    GameEventInfoPriorityList[(byte)e].Event = def.Event;
                }
            }
            // Process QueuedGameEvents
            foreach (FCgGameEventInfo info in manager.QueuedGameEventInfosForNextFrame)
            {
                FECgGameEvent     _event = info.Event;
                EGgGameEvent_Game e      = FEGgGameEvent_Game_Helper.ToType(_event);

                GameEventInfoPriorityList[(byte)e].Event = _event;
            }

            // Add events to Local SnapShot
            MGgPlayerState myPlayerState = (MGgPlayerState)PlayerState;

            //myPlayerState.CurrentSnapShot.Reset();

            for (byte i = 0; i < EGG_GAME_EVENT_GAME_MAX; ++i)
            {
                FCgGameEventInfo info = GameEventInfoPriorityList[i];

                if (!info.IsValid())
                {
                    continue;
                }

                myPlayerState.CurrentSnapShot.AddGameEvent(info.Event);
            }

            FGgSnapShot_Player snapShot = (FGgSnapShot_Player)myPlayerState.CurrentSnapShot;

            snapShot.CurrentMousePosition = manager.CurrentMousePosition;

            //myPlayerState.ProcessCurrentLocalSnapShot(deltaTime);

            manager.ClearQueuedGameEvents();
        }