Ejemplo n.º 1
0
        // Perform rain of fire skill
        // Note: This skill works a little different than the others... I want it to act like a 'channelled' spell, so
        // It's performed right away, and then execute cleans everything up
        public void performRainOfFireSkill(int entityId, RainOfFireSkill skill, Vector2 position)
        {
            PositionComponent positionComponent = EntityManager.getPositionComponent(entityId);
            PerformingSkillsComponent performingSkillsComponent = EntityManager.getPerformingSkillsComponent(entityId);
            FactionComponent factionComponent = EntityManager.getFactionComponent(entityId);
            ExecuteRainOfFireSkill executeSkill = new ExecuteRainOfFireSkill(
                skill,
                () =>
                {
                    PositionComponent checkPositionComponent = EntityManager.getPositionComponent(entityId);
                    PositionTargetComponent positionTargetComponent = EntityManager.getPositionTargetComponent(entityId);
                    float distance = Math.Abs(positionTargetComponent.position - checkPositionComponent.position.X);

                    return distance <= positionTargetComponent.tolerance + SKILL_RANGE_TOLERANCE;
                });

            EntityManager.addComponent(entityId, new PositionTargetComponent(entityId, positionComponent.position.X, 1f));
            EntityFactory.createRainOfFireSpell(entityId, position, skill.width, skill.damageDie, skill.tickDelay, skill.tickCount, new List<Faction>(new [] { factionComponent.hostileFaction }));
            performingSkillsComponent.executingSkills.Add(executeSkill);
        }
Ejemplo n.º 2
0
 // Execute rain of fire skill
 // Note: Since this is a 'channelled' spell, the spell actually starts during the 'perform' stage, and is cleaned up here when done
 private void executeRainOfFire(int entityId, ExecuteRainOfFireSkill executeSkill)
 {
     EntityManager.removeComponent(entityId, ComponentType.PositionTarget);
     resetCooldown(entityId, SkillType.RainOfFire);
     removeExecutedSkill(entityId, executeSkill);
 }