Example #1
0
        public static string ToFriendlyString(this PrimaryActions action)
        {
            switch (action)
            {
            case PrimaryActions.shoot:
                return($"{nameof(PrimaryActions.shoot)}_");

            case PrimaryActions.walk:
                return($"{nameof(PrimaryActions.walk)}_");

            case PrimaryActions.Fireball:
                return($"{nameof(PrimaryActions.Fireball)}_");

            case PrimaryActions.Skull:
                return($"{nameof(PrimaryActions.Skull)}_");

            case PrimaryActions.Death:
                return($"{nameof(PrimaryActions.Death)}_");

            case PrimaryActions.ProjectileExplosion:
                return($"{nameof(PrimaryActions.ProjectileExplosion)}_");

            case PrimaryActions.reloading:
                return($"{nameof(PrimaryActions.reloading)}_");
            }

            return($"{nameof(PrimaryActions.idle)}_");
        }
Example #2
0
        private string GetChainName(PrimaryActions primaryAction, SecondaryActions secondaryActions)
        {
            if (aimingVector.X != 0 || aimingVector.Y != 0)
            {
                var direction = TopDownDirectionExtensions.FromDirection(new Vector2(aimingVector.X, aimingVector.Y), PossibleDirections.EightWay);


                return(ChainNameHelperMethods.GenerateChainName(primaryAction, null, direction));
            }
            else
            {
                return(ChainNameHelperMethods.GenerateChainName(primaryAction, null, TopDownDirection.Right));
            }
        }
Example #3
0
        private void UpdateCurrentMovementValues()
        {
            bool isBossReloading = false;

            if (CurrentBehavior == Behavior.Shooting)
            {
                mCurrentMovement = TopDownValues[DataTypes.TopDownValues.WhileShooting];
            }
            else if (CurrentBehavior == Behavior.Reloading)
            {
                if (CurrentDataCategoryState == DataCategory.Boss)
                {
                    mCurrentMovement     = TopDownValues[DataTypes.TopDownValues.BossReloading];
                    currentPrimaryAction = PrimaryActions.reloading;
                    isBossReloading      = true;
                }
                else
                {
                    mCurrentMovement = TopDownValues[DataTypes.TopDownValues.WhileReloading];
                }
                PlayReloadingSound();
            }
            else
            {
                if (this.CurrentDataCategoryState == DataCategory.SuiciderFast)
                {
                    mCurrentMovement = TopDownValues[DataTypes.TopDownValues.SuiciderFast];
                }
                else
                {
                    mCurrentMovement = TopDownValues[DataTypes.TopDownValues.DefaultValues];
                }
            }

            if (IsOnMud && !isBossReloading)
            {
                if (this.CurrentDataCategoryState == DataCategory.SuiciderFast)
                {
                    mCurrentMovement = TopDownValues[DataTypes.TopDownValues.SuiciderFastMud];
                }
                else
                {
                    mCurrentMovement = TopDownValues[DataTypes.TopDownValues.EnemyMud];
                }
            }
        }
Example #4
0
        private string GetChainName(PrimaryActions primaryAction, SecondaryActions secondaryAction = SecondaryActions.None)
        {
            Weapon?weapon = null;

            if (secondaryAction == SecondaryActions.Shooting)
            {
                weapon = EquippedWeapon;
            }
            if (aimingVector.X != 0 || aimingVector.Y != 0)
            {
                var direction = TopDownDirectionExtensions.FromDirection(new Vector2(aimingVector.X, aimingVector.Y), PossibleDirections.EightWay);

                return(ChainNameHelperMethods.GenerateChainName(primaryAction, weapon, direction));
            }
            else
            {
                return(ChainNameHelperMethods.GenerateChainName(primaryAction, weapon, TopDownDirection.Right));
            }
        }
 public static string GenerateChainName(PrimaryActions primaryAction, TopDownDirection direction)
 {
     return($"{primaryAction.ToFriendlyString()}{direction.ToFriendlyString()}");
 }
Example #6
0
        private void UpdatePrimaryAction()
        {
            const float movementThreashHold = 0.01f;

            currentPrimaryAction = Velocity.LengthSquared() > movementThreashHold ? PrimaryActions.walk : PrimaryActions.idle;
        }
Example #7
0
        private void DoPrimaryActionActivity()
        {
            const float movementThreashHold = 0.01f;

            currentPrimaryAction = MovementInput.Magnitude > movementThreashHold ? PrimaryActions.walk : PrimaryActions.idle;
        }