Ejemplo n.º 1
0
 public Room(SerializationInfo si, StreamingContext sc)
 {
     roomPosition           = (Vector2)si.GetValue("roomPosition", typeof(Vector2));
     position               = (Vector2)si.GetValue("position", typeof(Vector2));
     sprite                 = (Drawable)si.GetValue("sprite", typeof(Drawable));
     roomTexture            = (Texture2D)si.GetValue("roomTexture", typeof(Texture2D));
     roomHighlightTexture   = (Texture2D)si.GetValue("roomHighlightTexture", typeof(Texture2D));
     highlighted            = si.GetBoolean("highlighted");
     isMannable             = si.GetBoolean("isMannable");
     roomType               = si.GetInt32("roomType");
     maxEnergy              = si.GetInt32("maxEnergy");
     currentAvailableEnergy = si.GetInt32("currentAvailableEnergy");
     isManned               = si.GetInt32("isManned");
     roomHealth             = si.GetInt32("roomHealth");
     aflame                 = si.GetBoolean("aflame");
     hullBreach             = si.GetBoolean("hullBreach");
     width            = si.GetInt32("width");
     height           = si.GetInt32("height");
     roomO2           = si.GetInt32("roomO2");
     roomShape        = (Globals.roomShape)si.GetValue("roomShape", typeof(Globals.roomShape));
     typeOfRoom       = (Globals.roomType)si.GetValue("typeOfRoom", typeof(Globals.roomType));
     roomSize         = si.GetInt32("roomSize");
     roomGrids        = (List <int>)si.GetValue("roomGrids", typeof(List <int>));
     roomStateMachine = (StateMachine)si.GetValue("roomStateMachine", typeof(StateMachine));
     normal           = (State)si.GetValue("normal", typeof(State));
     damaged          = (State)si.GetValue("damaged", typeof(State));
     inoperable       = (State)si.GetValue("inoperable", typeof(State));
     disabled         = (State)si.GetValue("disabled", typeof(State));
 }
Ejemplo n.º 2
0
        /// <summary>
        /// constructor for a room
        /// </summary>
        /// <param name="texture">texture for the room</param>
        /// <param name="highlightTexture">texture for the room when its highlighted</param>
        /// <param name="x">x-position of the top-left grid position</param>
        /// <param name="y">y-position of the top-left grid position</param>
        public Room(Texture2D texture, Texture2D highlightTexture, int x, int y, Vector2 shipOffset, Globals.roomShape shape, Globals.roomType type, int w, int h)
        {
            #region room state machine setup
            roomStateMachine = new StateMachine();

            normal = new State { Name = "normal" };
            damaged = new State { Name = "damaged" };
            inoperable = new State { Name = "inoperable" };
            disabled = new State { Name = "disabled" };

            roomStateMachine.Start(normal);

            normal.Transitions.Add(damaged.Name, damaged);
            normal.Transitions.Add(disabled.Name, disabled);
            normal.Transitions.Add(inoperable.Name, inoperable);

            damaged.Transitions.Add(normal.Name, normal);
            damaged.Transitions.Add(inoperable.Name, inoperable);
            damaged.Transitions.Add(disabled.Name, disabled);

            inoperable.Transitions.Add(normal.Name, normal);
            inoperable.Transitions.Add(damaged.Name, damaged);
            inoperable.Transitions.Add(disabled.Name, disabled);

            disabled.Transitions.Add(normal.Name, normal);
            disabled.Transitions.Add(damaged.Name, damaged);
            disabled.Transitions.Add(inoperable.Name, inoperable);

            #endregion

            setupNormal();
            setupDamaged();
            setupInoperable();
            setupDisabled();

            position = new Vector2((x * 32) + shipOffset.X, (y * 32) + shipOffset.Y);
            roomTexture = texture;
            roomHighlightTexture = highlightTexture;
            sprite = new Drawable(highlightTexture, position);
            roomPosition = new Vector2(x, y);
            isMannable = new bool();
            isMannable = false;
            roomType = (int)type;
            roomHealth = 200;

            roomShape = shape;
            width = w;
            height = h;
            aflame = false;
            hullBreach = false;

            roomGrids = new List<int>();
        }
Ejemplo n.º 3
0
        /// <summary>
        /// constructor for a room
        /// </summary>
        /// <param name="texture">texture for the room</param>
        /// <param name="highlightTexture">texture for the room when its highlighted</param>
        /// <param name="x">x-position of the top-left grid position</param>
        /// <param name="y">y-position of the top-left grid position</param>
        public Room(Texture2D texture, Texture2D highlightTexture, int x, int y, Vector2 shipOffset, Globals.roomShape shape, Globals.roomType type, int w, int h)
        {
            #region room state machine setup
            roomStateMachine = new StateMachine();

            normal = new State {
                Name = "normal"
            };
            damaged = new State {
                Name = "damaged"
            };
            inoperable = new State {
                Name = "inoperable"
            };
            disabled = new State {
                Name = "disabled"
            };

            roomStateMachine.Start(normal);

            normal.Transitions.Add(damaged.Name, damaged);
            normal.Transitions.Add(disabled.Name, disabled);
            normal.Transitions.Add(inoperable.Name, inoperable);

            damaged.Transitions.Add(normal.Name, normal);
            damaged.Transitions.Add(inoperable.Name, inoperable);
            damaged.Transitions.Add(disabled.Name, disabled);

            inoperable.Transitions.Add(normal.Name, normal);
            inoperable.Transitions.Add(damaged.Name, damaged);
            inoperable.Transitions.Add(disabled.Name, disabled);

            disabled.Transitions.Add(normal.Name, normal);
            disabled.Transitions.Add(damaged.Name, damaged);
            disabled.Transitions.Add(inoperable.Name, inoperable);

            #endregion

            setupNormal();
            setupDamaged();
            setupInoperable();
            setupDisabled();

            position             = new Vector2((x * 32) + shipOffset.X, (y * 32) + shipOffset.Y);
            roomTexture          = texture;
            roomHighlightTexture = highlightTexture;
            sprite       = new Drawable(highlightTexture, position);
            roomPosition = new Vector2(x, y);
            isMannable   = new bool();
            isMannable   = false;
            roomType     = (int)type;
            roomHealth   = 200;

            roomShape  = shape;
            width      = w;
            height     = h;
            aflame     = false;
            hullBreach = false;

            roomGrids = new List <int>();
        }