Exemple #1
0
        public virtual void Roam()
        {
            LookDirection = new TGCVector3(LookDirection.X, 0, LookDirection.Z);  // Elimino la componente Y para que roamee al nivel que esta del agua

            timeSinceLastDirection += GameInstance.ElapsedTime;

            TGCVector3 rotationVector = TGCVector3.Empty;

            if (timeSinceLastDirection > timeToChangeDirection)
            {
                timeSinceLastDirection = 0f;
                timeToChangeDirection  = MathExtended.GetRandomNumberBetween(2, 5);

                float randomX = MathExtended.GetRandomNumberBetween(-100, 100);
                float randomZ = MathExtended.GetRandomNumberBetween(-100, 100);

                TGCVector3 lastDirection = LookDirection;
                LookDirection = TGCVector3.Normalize(new TGCVector3(randomX, LookDirection.Y, randomZ));

                float angle = MathExtended.AngleBetween(new TGCVector2(lastDirection.X, lastDirection.Z), new TGCVector2(LookDirection.X, LookDirection.Z));

                rotationVector.Y = -angle;
            }

            rotation += rotationVector;
            Position += LookDirection * roamingSpeed * GameInstance.ElapsedTime;

            TGCMatrix rot   = TGCMatrix.RotationY(rotation.Y);
            TGCMatrix trans = TGCMatrix.Translation(Position);
            TGCMatrix scal  = TGCMatrix.Scaling(scale);

            Transform = scal * rot * trans;
        }
Exemple #2
0
        public Fish(Subnautica gameInstance, string name, List <TgcMesh> meshes, TGCVector3 spawnLocation) : base(gameInstance, name, meshes, 10, 50f)
        {
            CollisionStatus = Utils.ECollisionStatus.NOT_COLLISIONABLE;
            Position        = spawnLocation;
            size            = MathExtended.GetRandomNumberBetween(3, 20);
            scale           = TGCVector3.One * size;

            // LIVING_NPC

            dropsProbability[ItemDatabase.Instance.Generate(EItemID.RAW_FISH)]   = 100;
            dropsProbability[ItemDatabase.Instance.Generate(EItemID.FISH_SCALE)] = 50;
        }
        private void UpdateParticleEmitter()
        {
            timeSinceLastBubblesReposition += ElapsedTime;

            if (timeSinceLastBubblesReposition >= bubblesRepositionCooldown)
            {
                int relativeXPosition = MathExtended.GetRandomNumberBetween(-600, 600);
                int relativeYPosition = MathExtended.GetRandomNumberBetween(-100, 300);
                int relativeZPosition = MathExtended.GetRandomNumberBetween(700, 2000);

                TGCVector3 particlesRelativePosition = Player.RelativeRightDirection * relativeXPosition + Player.RelativeUpDirection * relativeYPosition + Player.LookDirection * relativeZPosition;
                bubbleParticleEmitter.Position = Player.Position + particlesRelativePosition;

                timeSinceLastBubblesReposition = 0f;
            }
        }
Exemple #4
0
        private void Chase()
        {
            LookDirection = TGCVector3.Normalize(GameInstance.Player.Position - Position);

            TGCVector3    rotationAxis = TGCVector3.Cross(InitialLookDirection, LookDirection); // Ojo el orden - no es conmutativo
            TGCQuaternion rotationQuat = TGCQuaternion.RotationAxis(rotationAxis, MathExtended.AngleBetween(InitialLookDirection, LookDirection));

            TGCVector3 nextPosition = Position + LookDirection * chasingSpeed * GameInstance.ElapsedTime;

            TGCMatrix translationMatrix = TGCMatrix.Translation(nextPosition);
            TGCMatrix rotationMatrix    = TGCMatrix.RotationTGCQuaternion(rotationQuat);

            TGCMatrix nextTransform = rotationMatrix * translationMatrix;

            SimulateAndSetTransformation(nextPosition, nextTransform);
        }
        public override void Interact(Player interactor)
        {
            AddHealth(-1 * interactor.AttackDamage);

            GameInstance.OnHitNpcSounds[MathExtended.GetRandomNumberBetween(0, GameInstance.OnHitNpcSounds.Count)].play();

            if (!IsAlive)
            {
                foreach (Item item in dropsProbability.Keys)
                {
                    if (dropsProbability[item] > MathExtended.GetRandomNumberBetween(0, 100))
                    {
                        interactor.CollectItem(item);
                    }
                }

                Destroy();
            }
        }
        private void CrearObjetosEnElEscenario(CustomVertex.PositionNormalTextured[] vertices)
        {
            Random random             = new Random();
            int    posicionesTotales  = vertices.Length; // Le resto 2 para que no tener en cuenta los bordes del mapa
            int    posicionesASaltear = 1;               // Este valor se cambia adentro del for con un random
            int    minSalto           = 1;               // Valores para usar en el next del random para saltear
            int    maxSalto           = 9;

            for (int i = verticesWidth; i < posicionesTotales; i += posicionesASaltear)
            {
                CustomVertex.PositionNormalTextured verticeActual = vertices[i];
                TGCVector3 rotation = TGCVector3.Up * random.Next(10);
                int        scale    = random.Next(10, 30);
                TGCVector3 position = MathExtended.Vector3ToTGCVector3(verticeActual.Position);
                TgcMesh    mesh     = meshesPlantas[random.Next(meshesPlantas.Count)];

                //GameInstance.InstanceObject(new Collectable(GameInstance, "coral", new List<TgcMesh>(new TgcMesh[] { mesh.createMeshInstance("coral") }), position, scale, rotation, Items.EItemID.CORAL_PIECE));
                GameInstance.InstanceStaticSceneObject(new Collectable(GameInstance, "coral", new List <TgcMesh>(new TgcMesh[] { mesh.createMeshInstance("coral") }), position, scale, rotation, Items.EItemID.CORAL_PIECE));
                posicionesASaltear = random.Next(minSalto, maxSalto);
            }
        }