public Tower(BuilduingTypeInfo info, string type, Vector2 pos) : base(info, type, pos) { string[] coms = new string[info.Attacks.Length + info.SpawnAttacks.Length]; meleAtks = new ArealAttack[info.Attacks.Length]; int count = 0; foreach (AttackTypeInfo atk in info.Attacks) { coms[count] = "Mele " + count; meleAtks[count] = new ArealAttack(atk, this); count++; } spawnAtks = new SpawnAttack[info.SpawnAttacks.Length]; count = 0; foreach (SpawnAttackTypeInfo atk in info.SpawnAttacks) { coms[count + meleAtks.Length] = atk.SpawnActor + "-" + atk.Number; spawnAtks[count] = new SpawnAttack(atk, this); count++; } menu = new ActorMenu(this, coms); menu.CommandInvoked += new MenuItemPressed(menu_CommandInvoked); curSpawn = 0; curMele = 0; updateMenuInfo(); AI = new TowerAI(this); }
public override void IssueMeleeAttack(Vector2 loc) { if (MeleeAttack != null) { ArealAttack atk = MeleeAttack.GetInstance(loc); stage.InflictAttack(atk); } }
void changeAnim(ArealAttack damage, Actor attacker) { if (IsComplete) { if (this.Health > 0) { this.IdleAnimation.GoToFrameRatio(1 - this.HealthRatio); } } }
public void InflictAttack(ArealAttack atk) { var targets = Query(atk.AreaOfAffect); foreach (var target in targets) { if (target.Faction.GetRelationship(atk.Attacker.Faction) != FactionRelationship.Allied) { target.OnAttacked(atk); } } }
public override void IssueMeleeAttack(Vector2 loc) { if (MeleeAttack != null) { ArealAttack atk = MeleeAttack.GetInstance(loc); stage.InflictAttack(atk); Effects.GraphicsEffect effect = MeleeAttack.CreateEffect(MeleeAttack.AreaOfAffect.MaxRadius, null, 0.0f); if (effect != null) { stage.PushEffect(effect); } } }
public override void IssueMeleeAttack(Vector2 loc) { if (MeleeAttack != null) { PushAnimation(MeleeAnimation); ArealAttack atk = MeleeAttack.GetInstance(loc); stage.InflictAttack(atk); Effects.GraphicsEffect effect = MeleeAttack.CreateEffect(0.3f, null, 0.0f); if (effect != null) { stage.PushEffect(effect); } } }
public FatherUnit(UnitTypeInfo info, string type, Vector2 pos) : base(UnitConverter.CreatePolygon(info.Polygon, pos)) { this.Position = polygon.Center; this.Inertia = info.Inertia; fullHp = info.Health; Health = info.Health; Defense = new Damage(info.Defense); if ((info.Attacks.Length > 0) && !info.Attacks[0].Null) { mele = new ArealAttack(info.Attacks[0], this); } if (info.SpawnAttacks.Length != 0) { spAtk = new SpawnAttack(info.SpawnAttacks[0], this); } this.Type = type; this.workPerSec = info.WorkPower; this.workPd = info.WorkPeriod; this.MaxSpeed = info.Speed; this.AI = UnitConverter.CreateAI(info.AIType, this, MaxSpeed); this.CollisionClass = UnitConverter.CreateCollisionType(info.CollisionType); IdleAnimation = UnitConverter.CreateAnimation(polygon, info.IdleAnimation); MoveAnimation = UnitConverter.CreateAnimation(polygon, info.MoveAnimation); WorkAnimation = UnitConverter.CreateAnimation(polygon, info.WorkAnimation); MeleeAnimation = UnitConverter.CreateAnimation(polygon, info.MeleeAnimation); RangedAnimation = UnitConverter.CreateAnimation(polygon, info.RangedAnimation); SetBaseAnimation(IdleAnimation); this.SightRange = info.SightRange; unitMenu = new ActorMenu(this); unitMenu.DisplayBar = true; IsRotatable = info.Rotatable; DrawDepth = Omron.Framework.DrawPriority.UnitDepth; }
public void OnAttacked(ArealAttack atk) { var damage = atk.Damage; this.Health -= damage.Slashing * Defense.Slashing; this.Health -= damage.Blunt * Defense.Blunt; this.Health -= damage.Pierce * Defense.Pierce; this.Health -= damage.Blight * Defense.Blight; this.Health -= damage.Mining * Defense.Mining; if (this.IsDead) { Die(); } if (Attacked != null) { Attacked(atk, atk.Attacker); } }
public override void IssueMeleeAttack(Actor target) { if (MeleeAttack != null) { PushAnimation(MeleeAnimation); ArealAttack atk = MeleeAttack.GetInstance(Position); Vector2 dir = Vector2.Normalize((target.Position - this.Position)); atk.AreaOfAffect.Rotation = MathHelper.GetAngle(dir); atk.AreaOfAffect.Center += dir * atk.AreaOfAffect.Width / 2f; stage.InflictAttack(atk); //stage.PushEffect(new Effects.RectEffect(atk.AreaOfAffect as RectPoly)); Effects.GraphicsEffect effect = MeleeAttack.CreateEffect(0.3f, target, atk.Period); if (effect != null) { stage.PushEffect(effect); } } }