Ejemplo n.º 1
0
    private void SpawnBelt(Vector2 offset, bool down)
    {
        var wayPoints = new Vector2[BeltLength + 1];

        for (int i = 0; i < BeltLength + 1; i++)
        {
            wayPoints[i] = offset + new Vector2(0, -(down ? i : (BeltLength - i)));
        }

        var spritePositions = new Vector2[BeltLength];

        for (int i = 0; i < BeltLength; i++)
        {
            spritePositions[i] = offset + new Vector2(0, -.5f - (down ? i : (BeltLength - 1 - i)));
        }

        wayPoints[wayPoints.Length - 1] = offset + new Vector2(0, down ? -BeltLength : 0);

        var beltSystem = new BeltSystem(wayPoints, spritePositions)
        {
            Down = down
        };

        for (int i = 1; i < BeltLength - 1; i++)
        {
            beltSystem.PushItemRaw(new ItemOnBelt(i));
        }

        Manager.Belts.Add(beltSystem);
        Manager.Objects.Insert(beltSystem);
    }
Ejemplo n.º 2
0
    private void UpdatePack(int packIndex, int totalPacks)
    {
        float from = (float)packIndex / totalPacks;
        float to   = (float)(packIndex + 1) / totalPacks;

        for (int i = (int)(Belts.Count * from); i < (int)(Belts.Count * to); i++)
        {
            BeltSystem beltSystem = Belts[i];
            for (int j = 0; j < beltSystem.Items.Count - beltSystem.StuckItems; j++)
            {
                var items = beltSystem.Items;

                float progress = items[j].Progress + multithreadedDeltaTime;
                if (progress > beltSystem.WayPoints.Length - 1.176f - beltSystem.StuckItems * .33f)
                {
                    progress = beltSystem.WayPoints.Length - 1.16f - beltSystem.StuckItems * .33f;
                    beltSystem.StuckItems++;
                }

                items[j] = new ItemOnBelt(progress);
            }
        }

        updatingBarrier.SignalAndWait();

        for (int i = (int)(Hands.Count * from); i < (int)(Hands.Count * to); i++)
        {
            Hand hand = Hands[i];
            if (hand.ItemOnBelt.HasValue)
            {
                var   item     = hand.ItemOnBelt.Value;
                float progress = item.Progress + multithreadedDeltaTime;
                if (progress >= 1)
                {
                    item.Progress = hand.ToProgress;
                    if (hand.To.PushItem(item))
                    {
                        hand.ItemOnBelt = null;
                    }
                }
                else
                {
                    item.Progress   = progress;
                    hand.ItemOnBelt = item;
                }
            }
            else
            {
                var item = hand.From.PopItem(hand.FromProgress);
                if (item.HasValue)
                {
                    ItemOnBelt itemValue = item.Value;
                    itemValue.Progress = 0;
                    hand.ItemOnBelt    = itemValue;
                }
            }
        }
    }