public void Action() { var postionCom = EntityManager.GetEntiy <GameObject>(EntID).GetComponent <IHaveHitBoxCom>(PostionAlais); var shooterHitbox = postionCom.HitBox; var nextEntry = EntiyBlueprintManger.Get(BulletBlueprint); var hitbox = nextEntry.GetbyAlais <RectPosCom>("pos").Paultangle; Postion2D nextPostion; switch (ExitDirection) { case DirectionTypes.Up: throw new NotImplementedException(); break; case DirectionTypes.Down: throw new NotImplementedException(); break; case DirectionTypes.Left: nextPostion = new Postion2D ( shooterHitbox.Left - hitbox.Width - 2, (shooterHitbox.Y + shooterHitbox.Height / 2) - hitbox.Height / 2 ); break; case DirectionTypes.Right: nextPostion = new Postion2D ( shooterHitbox.Right - hitbox.Width + 3, (shooterHitbox.Y + shooterHitbox.Height / 2) - hitbox.Height / 2 ); break; default: throw new NotImplementedException(); } hitbox.Postion2D = nextPostion; if (nextEntry.HasAlias("move_direction_com")) { var moveDirectionCom = nextEntry.GetbyAlais <MoveDirectionCom>("move_direction_com"); moveDirectionCom.Direction = ExitDirection; } SenceManger.AddProcessedToMain(GameObjectFactory.AddCreatedGameObject(nextEntry, new List <IPassValue>())); }
public void Action() { var nextEntry = EntiyBlueprintManger.Get(BlueprintName); SenceManger.AddProcessedToMain(GameObjectFactory.AddCreatedGameObject(nextEntry, new List <IPassValue>())); }