public override void MoveTo(Vector3 destiny, float facingAngle) { //Managers.MovementManager.MoveTo(this, this.Position, destiny, this.Speed); this.Path = this.World.FindPath(this.Position, destiny); if (this.Path == null) { return; } //Logging.LogManager.DefaultLogger.Trace("LinearTrajectoriesCount " + Path.LinearTrajectoriesCount.ToString()); this.IsMoving = true; /*var movementMessage = new ACDTranslateNormalMessage * { * ActorId = (int)this.DynamicID, * Position = destiny, * * Angle = facingAngle, * lookAt = destiny, * TurnImmediately = false, * Speed = this.TranslateSpeed, //deberia ser translate speed * Field5 = 0, * }; * * this.World.BroadcastIfRevealed(movementMessage, this);*/ }
public override void OnKill() { Executor.Execute(3000, () => { /*Monster m = MonsterFactory.Create(51011).createDefaultBrain(); * this.World.Enter(m);*/ Vector3 post = new Vector3(RandomHelper.Next(0, 10), 0, RandomHelper.Next(0, 10)); Monster m = MonsterFactory.Create(this.SNOId).createDefaultBrain(); this.World.Enter(m, post); }); base.OnKill(); }
public void LookAt(Vector3 lookat_position) { //ojo esto de abajo nose si va. ACDTranslateNormalMessage movementMessage = new ACDTranslateNormalMessage { ActorId = (int)this.DynamicID, Position = this.Position, Angle = 0, //lookAt = lookat_position, TurnImmediately = false, Speed = this.TranslateSpeed, //deberia ser translate speed Field5 = 0, }; this.World.BroadcastIfRevealed(movementMessage, this); }