Ejemplo n.º 1
0
        public void Update()
        {
            foreach (var e in _entities)
            {
                var sensorComponents = e.GetComponents <SensorComponent>();
                foreach (var s in sensorComponents)
                {
                    // todo - collisioncomponent.getcollider?
                    var hitbox = new BoundingCircle
                    {
                        Radius   = s.Radius,
                        Location = e.Location()
                    };

                    var collisions = _collisionHandler.GetCollisions(hitbox)
                                     .Where(x => x.entity.Id != e.Id)
                                     .Select(x => x.entity);

                    s.Detections = collisions.ToList();
                }
            }
        }
Ejemplo n.º 2
0
        public void Update()
        {
            foreach (var e in _entities)
            {
                var weaponComponent = e.GetComponent <WeaponComponent>();
                var now             = DateTime.Now;// todo: weaponComponent.GetElapsedTime()
                var elapsed         = (now - weaponComponent.LastFiredTime).TotalMilliseconds;
                if (elapsed < weaponComponent.ReloadTime)
                {
                    continue;
                }

                var location = e.GetComponent <LocationComponent>(); // todo: replace these with entity extension methods?
                var collider = new BoundingCircle {
                    Radius = weaponComponent.Range, Location = location.Location
                };
                var collisions = _collisionHandler.GetCollisions(collider).Where(x => x.entity.Id != e.Id);
                if (!collisions.Any())
                {
                    continue;
                }

                // get closest target in range -- in future we could have an AI component with target priorities here
                var target = collisions.First().entity;
                if (!TryGetAim(e, target, out var aimPoint))
                {
                    continue;
                }

                var projectile = CreateProjectile(location, aimPoint, weaponComponent);
                _messageHub.Post(new CreateEntityCommand {
                    Entity = projectile
                });

                weaponComponent.LastFiredTime = now;
            }
        }