Beispiel #1
0
        protected override void derivedUpdate(ColSubject pColSubject)
        {
            //Debug.WriteLine("RemoveShieldBrickObserver: {0} vs {1}", pColSubject.pObjA.name, pColSubject.pObjB.name);
            // No Clue which is which so just check the names
            GameObject pGameObjA = pColSubject.pObjA;
            GameObject pGameObjB = pColSubject.pObjB;

            Debug.Assert(pGameObjA != null);
            Debug.Assert(pGameObjB != null);

            if (pGameObjA.name == GameObject.Name.ShieldBrick)
            {
                this.pShieldBrick = pGameObjA;
            }
            else if (pGameObjB.name == GameObject.Name.ShieldBrick)
            {
                this.pShieldBrick = pGameObjB;
            }
            else
            {
                Debug.Assert(false, "Neither of the objects are shields");
            }


            if (this.pShieldBrick.bMarkForDeath == false)
            {
                this.pShieldBrick.bMarkForDeath = true;

                // Delay - remove object later
                RemoveShieldBrickObserver pObserver = new RemoveShieldBrickObserver(this);
                DelayedObjectManager.Attach(pObserver);
            }
        }
        // TODO Clean this up
        public override void Notify()
        {
            //Debug.WriteLine("RemoveShieldBrickObserver: {0} {1}", this.pSubject.pObjA, this.pSubject.pObjB);

            // This cast will throw an exception if wrong
            this.pShieldBrick     = (ShieldBrick)this.pSubject.pObjA;
            this.pColComposite    = null;
            this.pShieldComposite = null;

            // Remove Shield from composite
            Composite       pShieldGrid = GameStateManager.GetGame().GetStateCompositeManager().Find(Composite.CompositeName.ShieldGroup);
            ForwardIterator pFwdIter    = new ForwardIterator(pShieldGrid);

            Component pNode = pFwdIter.First();

            while (!pFwdIter.IsDone())
            {
                if (pNode.containerType == Component.Container.LEAF)
                {
                    // If Component is target shield brick
                    if (pNode.GetHashCode() == this.pShieldBrick.GetHashCode())
                    {
                        // Remove shield brick from column
                        pNode.pParent.Remove(pNode);

                        // Get references to parent composites
                        Component pShieldColComposite = pNode.pParent;
                        Component pShieldComposite    = null;

                        if (pShieldColComposite != null)
                        {
                            pShieldComposite = pShieldColComposite.pParent;
                        }

                        // If column is now empty, delete column
                        if (pShieldColComposite.GetFirstChild() == null)
                        {
                            // Delete empty column from parent composite
                            if (pShieldColComposite.pParent != null)
                            {
                                pShieldColComposite.pParent.Remove(pShieldColComposite);
                            }

                            // Mark empty column for death
                            if (!((GameObject)pShieldColComposite).IsMarkedForDeath())
                            {
                                this.pColComposite = (GameObject)pShieldColComposite;
                                this.pColComposite.MarkForDeath();
                            }
                        }

                        // If Shield is now empty, delete column
                        if (pShieldComposite.GetFirstChild() == null)
                        {
                            // Delete empty shield from parent composite
                            if (pShieldComposite.pParent != null)
                            {
                                pShieldComposite.pParent.Remove(pShieldComposite);
                            }

                            // Mark empty shield for death
                            if (!((GameObject)pShieldComposite).IsMarkedForDeath())
                            {
                                this.pShieldComposite = (GameObject)pShieldComposite;
                                this.pShieldComposite.MarkForDeath();
                            }
                        }

                        break;
                    }
                }

                pNode = pFwdIter.Next();
            }

            if (!pShieldBrick.IsMarkedForDeath())
            {
                pShieldBrick.MarkForDeath();

                // Delay - remove object later
                RemoveShieldBrickObserver pObserver = new RemoveShieldBrickObserver(this);
                GameStateManager.GetGame().GetStateDelayedObjectManager().Attach(pObserver);
            }
        }
Beispiel #3
0
 public RemoveShieldBrickObserver(RemoveShieldBrickObserver pRSObserver)
 {
     this.pShieldBrick = pRSObserver.pShieldBrick;
 }
 public RemoveShieldBrickObserver(RemoveShieldBrickObserver sb)
 {
     this.pShieldBrick     = sb.pShieldBrick;
     this.pColComposite    = sb.pColComposite;
     this.pShieldComposite = sb.pShieldComposite;
 }