Exemple #1
0
    /// <summary>
    /// Checks both directions of a diagonal movement
    /// to see if movement or a bump resulting in an interaction is possible. Modifies
    /// the move action to switch to that direction, otherwise leaves it unmodified.
    /// Prioritizes the following when there are multiple options:
    /// 1. Move into empty space if either direction has it
    /// 2. Push an object if either direction has it
    /// 3. Open a door if either direction has it
    ///
    /// When both directions have the same condition (both doors or pushable objects), x will be preferred to y
    /// </summary>
    /// <param name="state">current state to try to slide from</param>
    /// <param name="action">current player action (which should have a diagonal movement). Will be modified if a slide is performed</param>
    /// <returns>bumptype of the final direction of movement if action is modified. Null otherwise</returns>
    private BumpType?TrySlide(PlayerState state, ref PlayerAction action)
    {
        Vector2Int direction = action.Direction();

        if (Math.Abs(direction.x) + Math.Abs(direction.y) < 2)
        {
            //not diagonal, do nothing
            return(null);
        }

        Vector2Int xDirection = new Vector2Int(direction.x, 0);
        Vector2Int yDirection = new Vector2Int(0, direction.y);
        BumpType   xBump      = MatrixManager.GetBumpTypeAt(state.WorldPosition.RoundToInt(), xDirection, gameObject);
        BumpType   yBump      = MatrixManager.GetBumpTypeAt(state.WorldPosition.RoundToInt(), yDirection, gameObject);

        MoveAction?newAction = null;
        BumpType?  newBump   = null;

        if (xBump == BumpType.None)
        {
            newAction = PlayerAction.GetMoveAction(xDirection);
            newBump   = xBump;
        }
        else if (yBump == BumpType.None)
        {
            newAction = PlayerAction.GetMoveAction(yDirection);
            newBump   = yBump;
        }
        else if (xBump == BumpType.Push)
        {
            newAction = PlayerAction.GetMoveAction(xDirection);
            newBump   = xBump;
        }
        else if (yBump == BumpType.Push)
        {
            newAction = PlayerAction.GetMoveAction(yDirection);
            newBump   = yBump;
        }
        else if (xBump == BumpType.ClosedDoor)
        {
            newAction = PlayerAction.GetMoveAction(xDirection);
            newBump   = xBump;
        }
        else if (yBump == BumpType.ClosedDoor)
        {
            newAction = PlayerAction.GetMoveAction(yDirection);
            newBump   = yBump;
        }

        if (newAction.HasValue)
        {
            action.moveActions = new int[] { (int)newAction };
            return(newBump);
        }
        else
        {
            return(null);
        }
    }
Exemple #2
0
    /// <summary>
    /// Checks if any bump would occur with the movement in the specified action.
    /// If a BumpType.Blocked occurs, attempts to slide (if movement is diagonal). Updates
    /// playerAction's movement if slide occurs.
    /// </summary>
    /// <param name="playerState">state moving from</param>
    /// <param name="playerAction">action indicating the movement, will be modified if slide occurs</param>
    /// <returns>the type of bump that occurs at the final destination (after sliding has been attempted)</returns>
    private BumpType CheckSlideAndBump(PlayerState playerState, ref PlayerAction playerAction)
    {
        BumpType bump = MatrixManager.GetBumpTypeAt(playerState, playerAction, gameObject);

        // if movement is blocked, try to slide
        if (bump == BumpType.Blocked)
        {
            return(TrySlide(playerState, ref playerAction) ?? bump);
        }

        return(bump);
    }