public override void Update(GameTime gameTime)
        {
            var inputSystem = GameProvider.GameInstance.GetService<InputSystem>();
            var currentMouseState = Mouse.GetState();

            var movementDirection = Vector3.Zero;
            if (inputSystem.Left(InputDetectionType.HeldDown, DirectionalInputTypes.WASD | DirectionalInputTypes.LeftThumbstick))
            {
                movementDirection.X = -1.0f;
            }
            else if (inputSystem.Right(InputDetectionType.HeldDown, DirectionalInputTypes.WASD | DirectionalInputTypes.LeftThumbstick))
            {
                movementDirection.X = 1.0f;
            }

            if (inputSystem.Up(InputDetectionType.HeldDown, DirectionalInputTypes.WASD | DirectionalInputTypes.LeftThumbstick))
            {
                movementDirection.Z = 1.0f;
            }
            else if (inputSystem.Down(InputDetectionType.HeldDown, DirectionalInputTypes.WASD | DirectionalInputTypes.LeftThumbstick))
            {
                movementDirection.Z = -1.0f;
            }

            switch (MovementMode)
            {
                case PlayerMovementMode.FirstPerson:
                    HandleFirstPersonMovement(gameTime.GetSeconds(), currentMouseState, movementDirection);
                    break;
                case PlayerMovementMode.ThirdPerson:
                    HandleThirdPersonMovement(gameTime.GetSeconds(), currentMouseState, movementDirection);
                    break;
                case PlayerMovementMode.GodMode:
                    HandleGodModeMovement(gameTime.GetSeconds(), currentMouseState, movementDirection);
                    break;
            }

            _mouseState = currentMouseState;

            if (MovementMode != PlayerMovementMode.GodMode)
            {
                if (Math.Abs(_cameraTargetPosition.Z - ReferringEntity.Position.Z) > float.Epsilon)
                {
                    ReferringEntity.Position = new Vector3(ReferringEntity.Position.X, ReferringEntity.Position.Y, MathHelper.SmoothStep(ReferringEntity.Position.Z, _cameraTargetPosition.Z, 0.2f));
                }
                if (Math.Abs(_cameraTargetPosition.Y - ReferringEntity.Position.Y) > float.Epsilon)
                {
                    ReferringEntity.Position = new Vector3(ReferringEntity.Position.X, MathHelper.SmoothStep(ReferringEntity.Position.Y, _cameraTargetPosition.Y, 0.2f), ReferringEntity.Position.Z);
                }
            }
        }
Example #2
0
        public override void Update(GameTime time)
        {
            base.Update(time);
            if (State != UiState.Active) return;

            _remainingLifeTime -= time.GetSeconds();
            if (_remainingLifeTime <= 0.0f) Hide();
        }
Example #3
0
        public void Update(GameTime gameTime)
        {
            if (IsFinished) return;
            _elapsedTime += gameTime.GetSeconds();

            if (_elapsedTime >= _transitionTime)
            {
                IsFinished = true;
                _elapsedTime = _transitionTime;
            }
        }
Example #4
0
        /// <summary>
        /// Updates Animator.
        /// </summary>
        public void Update(GameTime gameTime)
        {
            if (CurrentAnimation == null) return;

            CurrentAnimation.Update(gameTime.GetSeconds());
            if (CurrentAnimation.IsFinished)
            {
                if (CurrentAnimation.IsLoop)
                {
                    CurrentAnimation.Start();
                }
                else
                {
                    AnimationFinished?.Invoke(_currentAnimationName, CurrentAnimation.PlayReversed);

                    string newAnimation;
                    if (_transitions.TryGetValue(_currentAnimationName, out newAnimation))
                    {
                        SetAnimation(newAnimation);
                    }
                    else
                    {
                        CurrentAnimation = null;
                        AnimatorFinished?.Invoke();
                    }
                }
            }
        }