void generatePath()
    {
        Timekeeper timekeeper    = Timekeeper.getInstance();
        Tuple3I    position      = memComponent.position;
        int        startTick     = timekeeper.getTick();
        int        moveTick      = timekeeper.GetTickIn(fadeTime);
        float      tickIncrement = 1.0f / (moveTick - startTick);
        float      progress      = 0;
        Memory     memory;

        // Add first reposition memory
        memory = new Memory(Memory.MemoryEvent.reposition,
                            position);
        memComponent.hashtable[moveTick] = memory;

        // Create appearing animation
        for (int tick = startTick + 1; tick <= moveTick; tick++)
        {
            memory = new Memory(Memory.MemoryEvent.appearing,
                                progress += tickIncrement);
            memComponent.hashtable[tick]  = memory;
        }

        int speedTicks = timekeeper.GetTickIn(speed) - timekeeper.getTick();

        moveTick++;

        // Add subsequent reposition memories
        while (MapGenerator.GetPathValueFor(position) != 1)
        {
            moveTick += speedTicks;
            if ((moveTick - startTick) / speedTicks > 1000) // more than 1000 steps
            {
                Debug.Log("Path taking too long!");
                return;
            }
            position = NextPathFor(position);
            memory   = new Memory(Memory.MemoryEvent.reposition,
                                  position);
            memComponent.hashtable[moveTick] = memory;
        }

        // Add animation for climbing the ladder
        position.third = 1;
        Tuple3I newPosition = position + new Tuple3I(1, 0, 0);

        for (int i = 0; i < 16; i++)
        {
            memory = new Memory(Memory.MemoryEvent.reposition, position, newPosition, i * 1.0f / 16);
            memComponent.hashtable[moveTick + i] = memory;
        }
    }
    public void willStartWalking()
    {
        GameObject newPlayer = Instantiate(currentPlayer);

        MemoryComponent newMemoryComponent =
            newPlayer.GetComponent <MemoryComponent> ();

        currentPlayer = newPlayer;
        memComponent  = newMemoryComponent;

        foreach (Transform child in currentPlayer.transform)
        {
            if (child.CompareTag("Animator"))
            {
                Renderer rend = child.GetComponent <Renderer>();
                rend.material.SetFloat("_bwBlend", 0);
            }
        }

        lastPressTime = timekeeper.getTime();

        memComponent.state    = Memory.MemoryEvent.appearing;
        memComponent.progress = 0.1f;


        // set inactive state
        // memComponent.SetInactive();
        // currentPlayer.GetComponent<MemorySystem>().ImmediateSave(
        //   timekeeper.getTick() - 1);
        memComponent.firstActiveTick = timekeeper.getTick() - 1;

        memComponent.isSaving = true;
        state = State.transitioning;
        memComponent.state    = Memory.MemoryEvent.appearing;
        memComponent.progress = 0.1f;
        currentPlayer.GetComponent <MovementSystem>().startTransition(transitionTime);
        timekeeper.stopRewind();
    }
Ejemplo n.º 3
0
    public void Spawn(int[] enemies)
    {
        Timekeeper timekeeper = Timekeeper.getInstance();

        foreach (GameObject enemy in currentEnemies)
        {
            Destroy(enemy, 1.0f);
        }
        currentEnemies.Clear();

        int spritesLength = enemyAnimators.Length;
        int spriteIndex   = Random.Range(0, spritesLength);

        // Spawn for each entangled group
        for (int i = 0; i < enemies.Length; i++)
        {
            GameObject[] twins    = new GameObject[enemies[i]];
            TupleI       observed = new TupleI(0, enemies[i]);

            for (int j = 0; j < enemies[i]; j++)
            {
                GameObject newEnemy = Instantiate(enemyPrefab,
                                                  Vector3.zero,
                                                  Quaternion.identity);

                twins[j]      = newEnemy;
                newEnemy.name = "Enemy-" + wave + "-" + i + "-" + j;

                currentEnemies.Add(newEnemy);

                newEnemy.GetComponent <MemoryComponent>().position =
                    randomValidPosition();
                newEnemy.GetComponent <MemoryComponent>().firstActiveTick =
                    timekeeper.getTick();

                newEnemy.GetComponent <AnimatorChildComponent>().animator.
                runtimeAnimatorController = enemyAnimators[spriteIndex];

                EnemyObservingSystem observer =
                    newEnemy.GetComponent <EnemyObservingSystem>();
                observer.twins           = twins;
                observer.observed        = observed;
                observer.spawnSystem     = this;
                observer.chargeComponent = GetComponent <ChargeComponent>();
            }

            spriteIndex = (spriteIndex + 1) % spritesLength;
        }
    }