Esempio n. 1
0
            public IEnumerable <Status> PerformCurrentAction()
            {
                Creature.MoveAction action = Path.First();
                float t            = 0;
                int   currentIndex = 0;

                if (!GetCurrentAction(ref action, ref t, ref currentIndex))
                {
                    yield break;
                }

                int     nextID        = currentIndex + 1;
                bool    hasNextAction = false;
                Vector3 half          = Vector3.One * 0.5f;
                Vector3 nextPosition  = Vector3.Zero;
                Vector3 currPosition  = action.Voxel.Position + half;

                currPosition += RandomPositionOffsets[currentIndex];
                if (nextID < Path.Count)
                {
                    hasNextAction = true;
                    nextPosition  = Path[nextID].Voxel.Position;
                    nextPosition += RandomPositionOffsets[nextID] + half;
                }
                Matrix  transform = Agent.Physics.LocalTransform;
                Vector3 diff      = (nextPosition - currPosition);

                switch (action.MoveType)
                {
                case Creature.MoveType.Walk:
                    Creature.OverrideCharacterMode = false;
                    Creature.CurrentCharacterMode  = Creature.CharacterMode.Walking;
                    if (hasNextAction)
                    {
                        transform.Translation  = diff * t + currPosition;
                        Agent.Physics.Velocity = diff;
                    }
                    else
                    {
                        transform.Translation = currPosition;
                    }
                    break;

                case Creature.MoveType.Swim:
                    Creature.OverrideCharacterMode = false;
                    Creature.CurrentCharacterMode  = Creature.CharacterMode.Swimming;
                    if (hasNextAction)
                    {
                        transform.Translation  = diff * t + currPosition;
                        Agent.Physics.Velocity = diff;
                    }
                    else
                    {
                        transform.Translation = currPosition;
                    }
                    break;

                case Creature.MoveType.Jump:
                    Creature.OverrideCharacterMode = false;
                    Creature.CurrentCharacterMode  = Creature.Physics.Velocity.Y > 0 ? Creature.CharacterMode.Jumping : Creature.CharacterMode.Falling;
                    if (hasNextAction)
                    {
                        float   z     = Easing.Ballistic(t, 1.0f, 1.0f);
                        Vector3 start = currPosition;
                        Vector3 end   = nextPosition;
                        Vector3 dx    = (end - start) * t + start;
                        dx.Y = start.Y * (1 - t) + end.Y * (t) + z;
                        transform.Translation  = dx;
                        Agent.Physics.Velocity = new Vector3(diff.X, (dx.Y - Agent.Physics.Position.Y), diff.Z);
                    }
                    else
                    {
                        transform.Translation = currPosition;
                    }
                    break;

                case Creature.MoveType.Fall:
                    Creature.OverrideCharacterMode = false;
                    Creature.CurrentCharacterMode  = Creature.CharacterMode.Falling;
                    if (hasNextAction)
                    {
                        transform.Translation  = diff * t + currPosition;
                        Agent.Physics.Velocity = diff;
                    }
                    else
                    {
                        transform.Translation = currPosition;
                    }
                    break;

                case Creature.MoveType.Climb:
                    Creature.OverrideCharacterMode = false;
                    Creature.CurrentCharacterMode  = Creature.CharacterMode.Walking;
                    Creature.OverrideCharacterMode = true;
                    if (hasNextAction)
                    {
                        transform.Translation  = diff * t + currPosition;
                        Agent.Physics.Velocity = diff;
                    }
                    else
                    {
                        transform.Translation = currPosition;
                    }
                    break;

                case Creature.MoveType.Fly:
                    Creature.OverrideCharacterMode = false;
                    Creature.CurrentCharacterMode  = Creature.CharacterMode.Flying;
                    Creature.OverrideCharacterMode = true;
                    if (hasNextAction)
                    {
                        transform.Translation  = diff * t + currPosition;
                        Agent.Physics.Velocity = diff;
                    }
                    else
                    {
                        transform.Translation = currPosition;
                    }
                    break;

                case Creature.MoveType.DestroyObject:

                    if (action.InteractObject.IsDead)
                    {
                        Creature.OverrideCharacterMode = false;
                        Creature.CurrentCharacterMode  = Creature.CharacterMode.Walking;
                        if (hasNextAction)
                        {
                            transform.Translation  = diff * t + currPosition;
                            Agent.Physics.Velocity = diff;
                        }
                        else
                        {
                            transform.Translation = currPosition;
                        }
                        break;
                    }
                    else
                    {
                        float    current         = (TrajectoryTimer.CurrentTimeSeconds);
                        Matrix   transformMatrix = Agent.Physics.LocalTransform;
                        MeleeAct act             = new MeleeAct(Creature.AI, action.InteractObject.GetRootComponent().GetChildrenOfType <Body>(true).FirstOrDefault());
                        act.Initialize();

                        foreach (Act.Status status in act.Run())
                        {
                            Agent.Physics.LocalTransform     = transformMatrix;
                            TrajectoryTimer.StartTimeSeconds = (float)DwarfTime.LastTime.TotalGameTime.TotalSeconds -
                                                               current;
                            yield return(status);
                        }
                    }
                    break;
                }

                Agent.Physics.LocalTransform = transform;
                yield break;
            }
Esempio n. 2
0
            public void PerformCurrentAction()
            {
                Creature.MoveAction action = Path.First();
                float t            = 0;
                int   currentIndex = 0;

                if (!GetCurrentAction(ref action, ref t, ref currentIndex))
                {
                    return;
                }

                int     nextID        = currentIndex + 1;
                bool    hasNextAction = false;
                Vector3 half          = Vector3.One * 0.5f;
                Vector3 nextPosition  = Vector3.Zero;
                Vector3 currPosition  = action.Voxel.Position + half;

                currPosition += RandomPositionOffsets[currentIndex];
                if (nextID < Path.Count)
                {
                    hasNextAction = true;
                    nextPosition  = Path[nextID].Voxel.Position;
                    nextPosition += RandomPositionOffsets[nextID] + half;
                }
                Matrix  transform = Agent.Physics.LocalTransform;
                Vector3 diff      = (nextPosition - currPosition);

                switch (action.MoveType)
                {
                case Creature.MoveType.Walk:
                    Creature.OverrideCharacterMode = false;
                    if (hasNextAction)
                    {
                        transform.Translation  = diff * t + currPosition;
                        Agent.Physics.Velocity = diff;
                    }
                    else
                    {
                        transform.Translation = currPosition;
                    }
                    break;

                case Creature.MoveType.Swim:
                    Creature.OverrideCharacterMode = false;
                    if (hasNextAction)
                    {
                        transform.Translation  = diff * t + currPosition;
                        Agent.Physics.Velocity = diff;
                    }
                    else
                    {
                        transform.Translation = currPosition;
                    }
                    break;

                case Creature.MoveType.Jump:
                    Creature.OverrideCharacterMode = false;
                    if (hasNextAction)
                    {
                        float   z     = Easing.Ballistic(t, 1.0f, 1.0f);
                        Vector3 start = currPosition;
                        Vector3 end   = nextPosition;
                        Vector3 dx    = (end - start) * t + start;
                        dx.Y = start.Y * (1 - t) + end.Y * (t) + z;
                        transform.Translation  = dx;
                        Agent.Physics.Velocity = new Vector3(diff.X, (dx.Y - Agent.Physics.Position.Y), diff.Z);
                    }
                    else
                    {
                        transform.Translation = currPosition;
                    }
                    break;

                case Creature.MoveType.Fall:
                    Creature.OverrideCharacterMode = false;
                    if (hasNextAction)
                    {
                        transform.Translation  = diff * t + currPosition;
                        Agent.Physics.Velocity = diff;
                    }
                    else
                    {
                        transform.Translation = currPosition;
                    }
                    break;

                case Creature.MoveType.Climb:
                    Creature.OverrideCharacterMode = true;
                    Creature.CurrentCharacterMode  = Creature.CharacterMode.Walking;

                    if (hasNextAction)
                    {
                        transform.Translation  = diff * t + currPosition;
                        Agent.Physics.Velocity = diff;
                    }
                    else
                    {
                        transform.Translation = currPosition;
                    }
                    break;
                }

                Agent.Physics.LocalTransform = transform;
            }