Ejemplo n.º 1
0
        public static void Perform(GameDriver driver)
        {
            var currentToy = driver.CurrentToy;

            if (!currentToy.IsFixed)
            {
                return;
            }

            HandleHotspotInteraction.SendCurrentToolToStart();
            driver.ChangeState(GameState.ClientPayment);
        }
Ejemplo n.º 2
0
        public static void Perform(GameDriver driver, FrameTime time)
        {
            if (!Paid)
            {
                driver.Money.AddMoney(1);
                Paid = true;
            }

            if (Delay > 0.0f)
            {
                Delay -= time.Elapsed;
                return;
            }

            driver.CurrentToy.Active = false;
            driver.ChangeState(GameState.ClientLeaving);
        }
Ejemplo n.º 3
0
        public static void Perform(GameDriver driver, FrameTime time)
        {
            if (WaitTime > 0.0f)
            {
                WaitTime -= time.Elapsed;
                return;
            }

            var speechSprite = driver.GameInterface.SpeechSprite;

            speechSprite.Tint = new Color(speechSprite.Tint, 0.8f);

            var customerIndex = GetRandom.Int(0, 2);

            driver.Customer.Transform.Position = driver.GameInterface.CustomerLocation.Position;
            driver.Customer.Sprite.ImageId     = $"Customer_00{customerIndex}";

            foreach (var toy in driver.Toys)
            {
                toy.Active = false;
            }

            if (driver.WaitingToyLine == null || driver.WaitingToyLine.Count == 0)
            {
                driver.WaitingToyLine = RegenerateToyLine(driver.Toys);
            }

            var selectedToy = driver.WaitingToyLine.PopRandom();

            foreach (var damagePoint in selectedToy.DamagePoints)
            {
                var activationChance = GetRandom.Float(0.0f, 100.0f);
                damagePoint.Active = activationChance < 50.0f;
            }

            selectedToy.Active = true;
            driver.CurrentToy  = selectedToy;
            driver.ChangeState(GameState.FixingToy);
        }