Ejemplo n.º 1
0
 private void Start()
 {
     if (Instance == null)
     {
         Instance = this;
     }
     else if (Instance != this)
     {
         Destroy(this);
     }
 }
Ejemplo n.º 2
0
 private void OnCollisionEnter(Collision collision)
 {
     if (!hitRegistered)
     {
         hitRegistered = true;
         //Collider[] colliders = Physics.OverlapSphere(transform.position, explodeRadius, explodeMask);
         Vector3 capsuleTopPoint = new Vector3(transform.position.x, transform.position.y + 3, transform.position.z);
         Vector3 capsuleBotPoint = new Vector3(transform.position.x, transform.position.y - 3, transform.position.z);
         var     colliders       = Physics.OverlapCapsule(capsuleBotPoint, capsuleTopPoint, explodeRadius, explodeMask);
         if (colliders.Length > 0)
         {
             DestructionSystem.DestructPieces(colliders);
         }
     }
     ExplosionsPool.Instance.GetInstance(transform.position, Quaternion.identity).GetComponent <ProjectileDestructionEffects>().RunFX();
     ProjectilePool.Instance.ReturnToPool(gameObject);
     hitRegistered = false;
 }
        public IStateSpace UpdateSpace(GameTime gameTime, ContentManager content, GraphicsDeviceManager graphics, KeyboardState prevKeyboardState, MouseState prevMouseState, GamePadState prevGamepadState, Camera camera, ref GameSettings gameSettings)
        {
            IStateSpace nextStateSpace = this;


            //Check to see if the player has died
            if (stateSpaceComponents.Entities.Where(x => (x.ComponentFlags & ComponentMasks.Player) == ComponentMasks.Player).Count() == 0)
            {
                //Game End, High Score, and Save Data handling
            }
            else
            {//Check to see if the next level needs to be loaded
                if (stateSpaceComponents.PlayerComponent.GoToNextFloor || Keyboard.GetState().IsKeyDown(Keys.LeftShift))
                {
                    nextStateSpace = new RandomlyGeneratedStateSpace(new CaveGeneration(), 75, 125);
                    PlayerComponent player = stateSpaceComponents.PlayerComponent;
                    player.GoToNextFloor    = false;
                    player.PlayerJustLoaded = true;
                    stateSpaceComponents.PlayerComponent = player;
                    LevelChangeSystem.RetainPlayerStatistics(stateComponents, stateSpaceComponents);
                    LevelChangeSystem.RetainNecessaryComponents(stateComponents, stateSpaceComponents);
                }
                //Toggle Inventory Menu
                if (Keyboard.GetState().IsKeyDown(Keys.I) && prevKeyboardState.IsKeyUp(Keys.I) && !showObserver)
                {
                    showInventory = !showInventory;
                }
                else if (Keyboard.GetState().IsKeyDown(Keys.Enter) && prevKeyboardState.IsKeyUp(Keys.Enter) && !showInventory)
                {
                    //If observer exists, remove it and add input component to player(s), otherwise, remove input component from all players and create an observer.
                    if (ObserverSystem.CreateOrDestroyObserver(stateSpaceComponents))
                    {
                        showObserver = true;
                    }
                    else
                    {
                        showObserver = false;
                    }
                }

                //Actions to complete if the inventory is open
                if (showInventory)
                {
                    //Deletion and Cleanup
                    if (stateSpaceComponents.EntitiesToDelete.Count > 0)
                    {
                        foreach (Guid entity in stateSpaceComponents.EntitiesToDelete)
                        {
                            stateSpaceComponents.DestroyEntity(entity);
                        }
                        stateSpaceComponents.EntitiesToDelete.Clear();
                    }
                    showInventory = InventorySystem.HandleInventoryInput(stateSpaceComponents, gameTime, prevKeyboardState, Keyboard.GetState());
                }
                //Actions to complete if inventory is not open
                if (showObserver)
                {
                    ObserverComponent observer = stateSpaceComponents.ObserverComponent;
                    observer.Observed = new List <Guid>();
                    stateSpaceComponents.ObserverComponent = observer;
                    InputMovementSystem.HandleDungeonMovement(stateSpaceComponents, graphics, gameTime, prevKeyboardState, prevMouseState, prevGamepadState, camera, dungeonGrid, dungeonDimensions);
                    CameraSystem.UpdateCamera(camera, gameTime, stateSpaceComponents, DevConstants.Grid.CellSize, prevKeyboardState);
                    ObserverSystem.HandleObserverFindings(stateSpaceComponents, Keyboard.GetState(), prevKeyboardState, dungeonGrid);
                    stateSpaceComponents.InvokeDelayedActions();
                }
                else if (!showInventory && !showObserver)
                {
                    //Deletion and Cleanup
                    DestructionSystem.UpdateDestructionTimes(stateSpaceComponents, gameTime);

                    //Non-turn-based
                    AnimationSystem.UpdateFovColors(stateSpaceComponents, gameTime);
                    AnimationSystem.UpdateOutlineColors(stateSpaceComponents, gameTime);
                    MovementSystem.UpdateMovingEntities(stateSpaceComponents, gameTime);
                    MovementSystem.UpdateIndefinitelyMovingEntities(stateSpaceComponents, gameTime);

                    //Movement and Reaction
                    InputMovementSystem.HandleDungeonMovement(stateSpaceComponents, graphics, gameTime, prevKeyboardState, prevMouseState, prevGamepadState, camera, dungeonGrid, dungeonDimensions);
                    CameraSystem.UpdateCamera(camera, gameTime, stateSpaceComponents, DevConstants.Grid.CellSize, prevKeyboardState);
                    TileSystem.RevealTiles(ref dungeonGrid, dungeonDimensions, stateSpaceComponents);
                    TileSystem.IncreaseTileOpacity(ref dungeonGrid, dungeonDimensions, gameTime, stateSpaceComponents);
                    MessageDisplaySystem.ScrollMessage(prevKeyboardState, Keyboard.GetState(), stateSpaceComponents);
                    DungeonMappingSystem.ShouldPlayerMapRecalc(stateSpaceComponents, dungeonGrid, dungeonDimensions, ref mapToPlayer);

                    //AI and Combat
                    AISystem.AICheckDetection(stateSpaceComponents);
                    AISystem.AIMovement(stateSpaceComponents, dungeonGrid, dungeonDimensions, mapToPlayer);
                    InventorySystem.TryPickupItems(stateSpaceComponents, dungeonGrid);
                    AISystem.AIUpdateVision(stateSpaceComponents, dungeonGrid, dungeonDimensions);
                    CombatSystem.HandleMeleeCombat(stateSpaceComponents, DevConstants.Grid.CellSize);
                    AISystem.AICheckFleeing(stateSpaceComponents);

                    //End-Of-Turn Status Effects
                    StatusSystem.RegenerateHealth(stateSpaceComponents);
                    StatusSystem.ApplyBurnDamage(stateSpaceComponents, dungeonGrid);
                    TileSystem.SpreadFire(ref dungeonGrid, dungeonDimensions, stateSpaceComponents);

                    //Resetting Systems
                    if (stateSpaceComponents.PlayerComponent.PlayerJustLoaded || stateSpaceComponents.PlayerComponent.PlayerTookTurn)
                    {
                        PlayerComponent player = stateSpaceComponents.PlayerComponent;
                        player.PlayerJustLoaded = false;
                        player.PlayerTookTurn   = false;
                        stateSpaceComponents.PlayerComponent = player;
                    }
                    CollisionSystem.ResetCollision(stateSpaceComponents);
                    if (stateSpaceComponents.EntitiesToDelete.Count > 0)
                    {
                        foreach (Guid entity in stateSpaceComponents.EntitiesToDelete)
                        {
                            stateSpaceComponents.DestroyEntity(entity);
                        }
                        stateSpaceComponents.EntitiesToDelete.Clear();
                    }
                    stateSpaceComponents.InvokeDelayedActions();
                }
            }

            return(nextStateSpace);
        }