Example #1
0
        private void OnFire(GameEvent e)
        {
            // Get entity which fired.
            var entityId = (int)e.EventData;
            var weaponEntity = this.weaponEntities.GetEntity(entityId);
            if (weaponEntity == null)
            {
                return;
            }

            // Check if bullets left.
            if (weaponEntity.Weapon.BulletCount <= 0)
            {
                // No bullets left.
                return;
            }

            // Shoot.
            var projectileEntityId = this.Shoot(entityId, weaponEntity);

            // Decrease bullets.
            --weaponEntity.Weapon.BulletCount;

            // Fire event.
            this.EventManager.QueueEvent(
                WeaponEvent.Fired,
                new WeaponFiredData { WeaponEntityId = entityId, BulletEntityId = projectileEntityId });
        }
Example #2
0
        private void OnMove(GameEvent e)
        {
            MoveData data = (MoveData)e.EventData;

            InputEntity inputEntity = this.inputEntities.GetEntity(data.EntityId);
            if (inputEntity == null)
            {
                return;
            }

            // Adjust move direction.
            if (data.Enable)
            {
                inputEntity.Input.MoveDirections =
                    (MoveDirection)inputEntity.Input.MoveDirections.OrOption(data.Direction, typeof(MoveDirection));
            }
            else
            {
                inputEntity.Input.MoveDirections =
                    (MoveDirection)
                        inputEntity.Input.MoveDirections.AndComplementOption(data.Direction, typeof(MoveDirection));
            }

            // Adjust velocity.
            inputEntity.Movement.Velocity = GetDirection(inputEntity.Input.MoveDirections)
                                            * inputEntity.Movement.MaxSpeed;
        }
Example #3
0
        private void OnPlayerCreated(GameEvent e)
        {
            var playerEntityId = (int)e.EventData;

            // Get components of player that contain data.
            this.weaponComponent = this.EntityManager.GetComponent<WeaponComponent>(playerEntityId);

            // Update data.
            this.UpdateBulletCounts();
        }
Example #4
0
        private void OnFire(GameEvent e)
        {
            var entityId = (int)e.EventData;

            var inputEntity = this.inputEntities.GetEntity(entityId);
            if (inputEntity == null)
            {
                return;
            }

            // Forward action to weapon feature.
            this.EventManager.QueueEvent(WeaponAction.Fire, entityId);
        }
        private void OnSave(GameEvent e)
        {
            string path = (string)e.EventData;
            List<SerializedEntity> savedEntities =
                this.EntityManager.Entities.Select(
                    entityId =>
                    new SerializedEntity { EntityId = entityId, Blueprint = this.EntityManager.Save(entityId) })
                    .ToList();

            Savegame savegame = new Savegame { SavedEntities = savedEntities };

            XmlSerializer xmlSerializer = new XmlSerializer(typeof(Savegame));
            Stream stream = File.Open(path, FileMode.Truncate);
            xmlSerializer.Serialize(stream, savegame);
        }
Example #6
0
        private void OnReload(GameEvent e)
        {
            // Get entity which should be reloaded.
            var entityId = (int)e.EventData;
            var weaponEntity = this.weaponEntities.GetEntity(entityId);
            if (weaponEntity == null)
            {
                return;
            }

            // Reload weapon if it isn't full of bullets already.
            if (weaponEntity.Weapon.BulletCount >= weaponEntity.Weapon.MaxBulletCount)
            {
                return;
            }

            weaponEntity.Weapon.BulletCount = weaponEntity.Weapon.MaxBulletCount;
            this.EventManager.QueueEvent(WeaponEvent.Reloaded, entityId);
        }
        private void OnLoad(GameEvent e)
        {
            string path = (string)e.EventData;

            XmlSerializer xmlSerializer = new XmlSerializer(typeof(Savegame));
            Stream stream = File.Open(path, FileMode.Open);
            Savegame savegame = (Savegame)xmlSerializer.Deserialize(stream);

            // Clear entity manager before load.
            this.EntityManager.RemoveEntities();
            this.EntityManager.CleanUpEntities();

            foreach (var savedEntity in savegame.SavedEntities)
            {
                this.EntityManager.CreateEntity(savedEntity.EntityId);
            }
            foreach (var savedEntity in savegame.SavedEntities)
            {
                this.EntityManager.InitEntity(savedEntity.EntityId, savedEntity.Blueprint, null, null);
            }
        }
        /// <summary>
        ///   Adds the matching Unity component to the game object that represents
        ///   the entity with the passed id.
        /// </summary>
        /// <param name="e"> Game event that has occurred. </param>
        private void OnComponentAdded(GameEvent e)
        {
            Profiler.BeginSample("Component added");

            EntityComponentData eventArgs = (EntityComponentData)e.EventData;
            int entityId = eventArgs.EntityId;
            IEntityComponent component = eventArgs.Component;
            GameObject entityObject = this.entities[entityId];

            // Check if a behaviour has to be attached which visualizes the logic state.
            foreach (LogicToVisualMapping logicToVisualMapping in
                this.logicVisualMappings.Where(mapping => mapping.LogicType == component.GetType()))
            {
                // NOTE: The component may already exist because we recycle existing entity objects and the old components
                // just get removed after the current update loop (see http://docs.unity3d.com/Documentation/ScriptReference/Object.Destroy.html).
                entityObject.AddComponent(logicToVisualMapping.VisualType);
            }

            Profiler.EndSample();
        }
        private void DelegateVisualEvent(int entityId, GameEvent e)
        {
            // Get entity object.
            GameObject entityObject;
            this.TryGetEntityObject(entityId, out entityObject);
            if (entityObject == null)
            {
                Debug.LogError(
                    string.Format(
                        "Received event {0} for visual behaviour, but no entity object with id {1} was found.",
                        e.EventType,
                        entityId));
                return;
            }

            // Check which method to call.
            LogicToVisualDelegate logicToVisualDelegate =
                this.logicToVisualDelegates.FirstOrDefault(
                    existingDelegate => existingDelegate.Event.Equals(e.EventType));
            if (logicToVisualDelegate != null)
            {
                foreach (string callbackName in logicToVisualDelegate.CallbackNames)
                {
                    entityObject.SendMessage(callbackName, e, SendMessageOptions.DontRequireReceiver);
                }
            }
        }
        private void OnComponentRemoved(GameEvent e)
        {
            EntityComponentData eventArgs = (EntityComponentData)e.EventData;
            int entityId = eventArgs.EntityId;
            IEntityComponent component = eventArgs.Component;
            GameObject entityObject = this.entities[entityId];

            // Check if a behaviour has to be removed which visualizes the logic state.
            foreach (LogicToVisualMapping logicToVisualMapping in this.logicVisualMappings)
            {
                if (component.GetType() != logicToVisualMapping.LogicType)
                {
                    continue;
                }

                Component visualComponent = entityObject.GetComponent(logicToVisualMapping.VisualType);
                if (visualComponent != null)
                {
                    Destroy(visualComponent);
                }
                break;
            }
        }
Example #11
0
 private void OnWeaponReloaded(GameEvent e)
 {
     // Update data.
     this.UpdateBulletCounts();
 }
 /// <summary>
 ///   Queues the passed event to be processed later.
 /// </summary>
 /// <param name="e"> Event to queue. </param>
 public void QueueEvent(GameEvent e)
 {
     this.newEvents.Add(e);
 }
        /// <summary>
        ///   Notifies all interested listeners of the specified event.
        /// </summary>
        /// <param name="e">Event to pass to listeners.</param>
        private void ProcessEvent(GameEvent e)
        {
            // Check for listeners to all events.
            EventDelegate eventListeners = this.allEventListeners;
            if (eventListeners != null)
            {
                eventListeners(e);
            }

            if (this.listeners.TryGetValue(e.EventType, out eventListeners))
            {
                if (eventListeners != null)
                {
                    eventListeners(e);
                }
                else
                {
                    this.OnUnhandledEvent(e.EventType);
                }
            }
            else
            {
                this.OnUnhandledEvent(e.EventType);
            }
        }
        /// <summary>
        ///   Destroys the game object representing the entity with the specified id.
        /// </summary>
        /// <param name="e"> Game event that has occurred. </param>
        private void OnEntityRemoved(GameEvent e)
        {
            int entityId = (int)e.EventData;

            GameObject entityObject;
            if (!this.entities.TryGetValue(entityId, out entityObject))
            {
                Debug.LogError(string.Format("Entity object for entity with id '{0}' wasn't found.", entityId));
                return;
            }

            Profiler.BeginSample("Remove entity");

            // Reset entity object.
            this.ResetEntityObject(entityObject);

            if (this.EntityObjectPool != null)
            {
                this.EntityObjectPool.Free(entityObject);
            }

            this.entities.Remove(entityId);

            Profiler.EndSample();
        }
 /// <summary>
 ///   Fires the passed event immediately, notifying all listeners.
 /// </summary>
 /// <param name="e"> Event to fire. </param>
 public void FireImmediately(GameEvent e)
 {
     this.ProcessEvent(e);
 }
        private void OnVisualEvent(GameEvent e)
        {
            // Check for which entity the event is for.
            EntityEventData entityEventData = e.EventData as EntityEventData;
            if (entityEventData != null)
            {
                this.DelegateVisualEvent(entityEventData.EntityId, e);
                return;
            }

            Entity2Data entity2EventData = e.EventData as Entity2Data;
            if (entity2EventData != null)
            {
                this.DelegateVisualEvent(entity2EventData.First, e);
                this.DelegateVisualEvent(entity2EventData.Second, e);
                return;
            }

            Debug.LogError(
                string.Format(
                    "Received event {0} for visual behaviour, but event data {1} wasn't derived from EntityEventData or Entity2Data to get entity id(s).",
                    e.EventType,
                    e.EventData.GetType()));
        }
 private void OnEntityRemoved(GameEvent e)
 {
     var entityId = (int)e.EventData;
     if (entityId == this.EntityId)
     {
         Destroy(this.gameObject);
     }
 }
 /// <summary>
 ///   Called when a new system has been added.
 /// </summary>
 /// <param name="e"> Event that has occurred within the framework. </param>
 private void OnSystemAdded(GameEvent e)
 {
     this.testPassed = this.system.Equals(e.EventData);
 }
 /// <summary>
 ///   Called when the game starts.
 /// </summary>
 /// <param name="e"> Event that has occurred within the framework. </param>
 private void OnGameStarted(GameEvent e)
 {
     this.testPassed = true;
 }
 /// <summary>
 ///   Called when the game has been resumed.
 /// </summary>
 /// <param name="e"> Event that has occurred within the framework. </param>
 private void OnGameResumed(GameEvent e)
 {
     this.testPassed = true;
 }
 /// <summary>
 ///   Called when an entity has been removed.
 /// </summary>
 /// <param name="e"> Event that has occurred within the framework. </param>
 private void OnEntityRemoved(GameEvent e)
 {
     int entityId = (int)e.EventData;
     this.testPassed = entityId == this.testEntityId;
 }
 /// <summary>
 ///   Called when a component has been removed.
 /// </summary>
 /// <param name="e"> Event that has occurred within the framework. </param>
 private void OnComponentRemoved(GameEvent e)
 {
     EntityComponentData data = (EntityComponentData)e.EventData;
     this.testPassed = data.EntityId == this.testEntityId && this.entityComponent.Equals(data.Component);
 }
 /// <summary>
 ///   Fires the passed event after a short delay.
 /// </summary>
 /// <param name="delay">Time to wait before firing the event, in seconds.</param>
 /// <param name="e">Event to fire.</param>
 public void FireDelayed(float delay, GameEvent e)
 {
     if (delay > 0)
     {
         this.delayedEvents.Add(new DelayedEvent { TimeRemaining = delay, Event = e });
     }
     else
     {
         this.FireImmediately(e);
     }
 }
        /// <summary>
        ///   Creates a new game object whenever a new entity has been created.
        /// </summary>
        /// <param name="e"> Game event that has occurred. </param>
        private void OnEntityCreated(GameEvent e)
        {
            int entityId = (int)e.EventData;

            // Check if entity is still alive, may already be removed due to different update frames.
            if (!this.game.EntityManager.EntityIsAlive(entityId))
            {
                return;
            }

            if (this.entities.ContainsKey(entityId))
            {
                Debug.LogError(string.Format("Entity object for entity with id '{0}' already exists.", entityId));
                return;
            }

            Profiler.BeginSample("Create entity");

            GameObject entityObject;
            if (this.EntityObjectPool != null)
            {
                entityObject = this.EntityObjectPool.Alloc();
            }
            else
            {
                Debug.LogWarning("No entity object pool available, creating dummy entity object.");
                entityObject = new GameObject();
            }

#if UNITY_EDITOR
            Profiler.BeginSample("Change parent transform");
            entityObject.transform.parent = this.entitiesRoot.transform;
            Profiler.EndSample();
#endif

            // Check for entity behaviour to set entity id.
            EntityBehaviour entityBehaviour = entityObject.GetComponent<EntityBehaviour>();
            if (entityBehaviour != null)
            {
                entityBehaviour.EntityId = entityId;
                entityBehaviour.Game = this.game;
            }

            this.entities.Add(entityId, entityObject);

            Profiler.EndSample();
        }
        private void OnEvent(GameEvent e)
        {
            if (this.Disabled)
            {
                return;
            }

            string eventTypeString = this.ConvertEventTypeToString(e.EventType);
            if (!this.disabledEventTypes.Contains(eventTypeString))
            {
                this.Info(
                    e.EventData != null
                        ? this.FormatLog(string.Format("{0}: {1}", eventTypeString, e.EventData))
                        : this.FormatLog(eventTypeString));
            }
        }
Example #26
0
 private void OnGameStarted(GameEvent e)
 {
     this.CreatePlayerCharacter();
 }