private void OnEntityMoved(EntityMoveEvent e) { Debug.WriteLine($"{e.Source.Entity.GetType().Name} at {e.SourcePosition} -> {e.Target.Entity.GetType().Name} at {e.TargetPosition}"); // TODO: Think about animations that should happen one after another Entity = e.Target.Entity; SourcePosition = CurrentPosition; TargetPosition = e.TargetPosition.ToVector2(); ElapsedTime = TimeSpan.Zero; var distance = Vector2.Distance(CurrentPosition, TargetPosition); AnimationDuration = TimeSpan.FromSeconds(.2 * Math.Sqrt(distance)); Moved?.Invoke(this); }
private async Task<bool> MoveCoreAsync(Point sourcePosition, Point targetPosition, ITransactionWithMoveSupport transaction) { var source = await GetAsync(sourcePosition); var target = await GetAsync(targetPosition); var oldSource = source; var oldTarget = target; source.Tile.EnsureNotNull(); target.Tile.EnsureNotNull(); if (source.Tile.Entity == Entity.None) { // Cancel if there's no entity to move transaction.IsSealed = true; return false; } var move = new EntityMoveInfo(source.Tile.Entity, sourcePosition, targetPosition); transaction.Moves.Push(move); IBeginMoveArgs beginMoveArgs = new GameplayArgs(transaction, this); IDetachArgs detachArgs = new GameplayArgs(transaction, this); IAttachArgs attachArgs = new GameplayArgs(transaction, this); // OnBeginMove: Notify entity that a move has been initiated await source.Tile.Entity.BeginMoveAsync(beginMoveArgs); beginMoveArgs.ValidateResult(); if (transaction.IsSealed) return false; var newSource = source.WithTile(Tile.Compose(source.Tile, beginMoveArgs.ResultingEntity)); if (transaction.Set(sourcePosition, source, newSource)) source = newSource; move.Entity = beginMoveArgs.ResultingEntity; // Detach: Remove the entity from the source tile await source.Tile.DetachEntityAsync(detachArgs); detachArgs.ValidateResult(); if (transaction.IsSealed) return false; // Attach: Add the entity to the target tile await target.Tile.AttachEntityAsync(attachArgs); attachArgs.ValidateResult(); if (transaction.IsSealed) return false; // Detach from old tile, attach to new tile have succeeded // => Apply changes to transaction var newSource2 = source.WithTile(detachArgs.Result); if (transaction.Set(sourcePosition, source, newSource2)) source = newSource2; var newTarget = target.WithTile(attachArgs.Result); if (transaction.Set(targetPosition, target, newTarget)) target = newTarget; // Emit events var moveEvent = new EntityMoveEvent(sourcePosition, targetPosition, oldSource.Tile, target.Tile); transaction.Emit(moveEvent); if (source.Tile.Entity != Entity.None) { // A new entity has been created at source position var spawnEvent = new EntitySpawnEvent(sourcePosition, source.Tile.Entity); transaction.Emit(spawnEvent); } if (oldTarget.Tile.Entity != Entity.None) { // The entity at target position has either been replaced // or it has been moved/collected/... during a nested move var oldTargetEntityOverwritten = !(transaction.Events.OfType<EntityDespawnEvent>().Any(ev => ev.Position == targetPosition) || transaction.Events.OfType<EntityMoveEvent>().Any(ev => ev.SourcePosition == targetPosition)); if (oldTargetEntityOverwritten) { // If replaced, emit despawn event var despawnEvent = new EntityDespawnEvent(targetPosition, oldTarget.Tile.Entity); transaction.Emit(despawnEvent); } } transaction.Moves.Pop(); return true; }
private void OnFollowedPlayerMoved(EntityMoveEvent e) { CameraPosition = e.TargetPosition.ToVector2() + new Vector2(.5f, -.5f); }