private void DestroyTiles(fix2 position, fix radius)
    {
        TileWorld         tileWorld = CommonReads.GetTileWorld(Accessor);
        NativeList <int2> tiles     = new NativeList <int2>(Allocator.Temp);

        var transformTileRequests = GetSingletonBuffer <SystemRequestTransformTile>();

        Job.WithCode(() =>
        {
            TilePhysics.GetAllTilesWithin(position, radius, tiles);

            for (int i = 0; i < tiles.Length; i++)
            {
                Entity tileEntity           = tileWorld.GetEntity(tiles[i]);
                TileFlagComponent tileFlags = tileWorld.GetFlags(tileEntity);

                if (!tileFlags.IsOutOfGrid && tileFlags.IsDestructible)
                {
                    // remove ladder and terrain flags
                    tileFlags.Value &= ~(TileFlags.Ladder | TileFlags.Terrain);
                    transformTileRequests.Add(new SystemRequestTransformTile()
                    {
                        Tile         = tiles[i],
                        NewTileFlags = tileFlags
                    });
                }
            }
        }).Run();
    }
Ejemplo n.º 2
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        public bool Evaluate(int2 tile)
        {
            Entity tileEntity = TileWorld.GetEntity(tile);

            if (tileEntity != Entity.Null)
            {
                return(TileWorld.GetFlags(tileEntity).IsTerrain);
            }
            return(false);
        }
Ejemplo n.º 3
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    protected override void OnUpdate()
    {
        var       transformTileRequests = GetSingletonBuffer <SystemRequestTransformTile>();
        TileWorld tileWorld             = CommonReads.GetTileWorld(Accessor);

        Entities.ForEach((Entity entity, in DestroyTileOnOverlapTag destroyOnOverlapWithTile, in FixTranslation position) =>
        {
            int2 tile = Helpers.GetTile(position);
            TileFlagComponent tileFlags = tileWorld.GetFlags(tile);

            if (tileFlags.IsDestructible && !tileFlags.IsEmpty)
            {
                transformTileRequests.Add(new SystemRequestTransformTile()
                {
                    NewTileFlags = TileFlagComponent.Empty,
                    Tile         = tile
                });
            }
        }).Run();
    protected override void OnUpdate()
    {
        TileWorld    tileWorld    = CommonReads.GetTileWorld(Accessor);
        PhysicsWorld physicsWorld = _physicsWorldSystem.PhysicsWorld;

        Entities
        .WithReadOnly(tileWorld)
        .WithReadOnly(physicsWorld)
        .ForEach((Entity entity, ref NavAgentFootingState footing, in FixTranslation fixTranslation, in PhysicsColliderBlob colliderRef, in PhysicsVelocity velocity) =>
        {
            if (!colliderRef.Collider.IsCreated)
            {
                return;
            }

            ref Collider collider = ref colliderRef.Collider.Value;
            fix pawnRadius        = (fix)collider.Radius;
            fix pawnFeetXOffset   = pawnRadius * (fix)0.8f;
            fix2 belowLeftFoot    = new fix2(fixTranslation.Value.x - pawnFeetXOffset, fixTranslation.Value.y - pawnRadius - (fix)0.05);
            fix2 belowRightFoot   = new fix2(fixTranslation.Value.x + pawnFeetXOffset, fixTranslation.Value.y - pawnRadius - (fix)0.05);
            fix2 belowLongDick    = new fix2(fixTranslation.Value.x, fixTranslation.Value.y - pawnRadius - (fix)0.05);


            // GOTO Ladder IF on ladder && (already has footing on ladder || already has footing on ground)
            if (tileWorld.GetFlags(Helpers.GetTile(fixTranslation)).IsLadder &&
                (footing.Value == NavAgentFooting.Ladder || footing.Value == NavAgentFooting.Ground))
            {
                footing.Value = NavAgentFooting.Ladder;
            }
            else
            {
                OverlapPointInput detectTerrain = new OverlapPointInput()
                {
                    Filter = SimulationGameConstants.Physics.CharacterFilter.Data,
                };

                OverlapPointInput detectTerrainLeftFoot  = detectTerrain;
                detectTerrainLeftFoot.Position           = (float2)belowLeftFoot;
                OverlapPointInput detectTerrainLongDick  = detectTerrain;
                detectTerrainLongDick.Position           = (float2)belowLongDick;
                OverlapPointInput detectTerrainRightFoot = detectTerrain;
                detectTerrainRightFoot.Position          = (float2)belowRightFoot;

                // GOTO Ground IF above terrain && (previously grounded || previously ladder || previously airControl and not jumping || velocity is low)
                if ((physicsWorld.OverlapPoint(detectTerrainLeftFoot) || physicsWorld.OverlapPoint(detectTerrainLongDick) || physicsWorld.OverlapPoint(detectTerrainRightFoot)) &&
                    (footing.Value == NavAgentFooting.Ground ||
                     footing.Value == NavAgentFooting.Ladder ||
                     (footing.Value == NavAgentFooting.AirControl && velocity.Linear.y <= (fix)0.5) ||
                     velocity.Linear.lengthSquared < 4))
                {
                    footing.Value = NavAgentFooting.Ground;
                }
                else
                {
                    // GOTO air control IF in mid-air && was not in None
                    if (footing.Value != NavAgentFooting.None)
                    {
                        footing.Value = NavAgentFooting.AirControl;
                    }
                }
            }
        }).Run();