Esempio n. 1
0
        public override void Update(float deltaTime, Camera cam)
        {
            base.Update(deltaTime, cam);

            if (!Enabled || IsRemotePlayer)
            {
                return;
            }

            float dist = Vector2.DistanceSquared(cam.WorldViewCenter, WorldPosition);

            if (dist > 8000.0f * 8000.0f)
            {
                AnimController.SimplePhysicsEnabled = true;
            }
            else if (dist < 7000.0f * 7000.0f)
            {
                AnimController.SimplePhysicsEnabled = false;
            }

            if (IsDead || Health <= 0.0f || IsUnconscious || Stun > 0.0f)
            {
                return;
            }

            if (Controlled == this || !aiController.Enabled)
            {
                return;
            }

            SoundUpdate(deltaTime);

            aiController.Update(deltaTime);
        }
Esempio n. 2
0
        public override void Update(float deltaTime, Camera cam)
        {
            base.Update(deltaTime, cam);

            if (!Enabled)
            {
                return;
            }

            if (!IsRemotePlayer)
            {
                float characterDist = Vector2.DistanceSquared(cam.WorldViewCenter, WorldPosition);
                if (GameMain.Server != null)
                {
                    //get the distance from the closest player to this character
                    foreach (Character c in CharacterList)
                    {
                        if (c != this && (c.IsRemotePlayer || c == GameMain.Server.Character))
                        {
                            float dist = Vector2.DistanceSquared(c.WorldPosition, WorldPosition);
                            if (dist < characterDist)
                            {
                                characterDist = dist;
                                if (characterDist < DisableSimplePhysicsDistSqr)
                                {
                                    break;
                                }
                            }
                        }
                    }
                }

                if (characterDist > EnableSimplePhysicsDistSqr)
                {
                    AnimController.SimplePhysicsEnabled = true;
                }
                else if (characterDist < DisableSimplePhysicsDistSqr)
                {
                    AnimController.SimplePhysicsEnabled = false;
                }
            }

            if (IsDead || Health <= 0.0f || IsUnconscious || Stun > 0.0f)
            {
                return;
            }
            if (Controlled == this || !aiController.Enabled)
            {
                return;
            }

            SoundUpdate(deltaTime);

            if (!IsRemotePlayer)
            {
                aiController.Update(deltaTime);
            }
        }
Esempio n. 3
0
        public override void Update(float deltaTime, Camera cam)
        {
            base.Update(deltaTime, cam);

            if (!Enabled)
            {
                return;
            }
            if (IsDead || Vitality <= 0.0f || Stun > 0.0f || IsIncapacitated)
            {
                //don't enable simple physics on dead/incapacitated characters
                //the ragdoll controls the movement of incapacitated characters instead of the collider,
                //but in simple physics mode the ragdoll would get disabled, causing the character to not move at all
                AnimController.SimplePhysicsEnabled = false;
                return;
            }

            if (!IsRemotePlayer && !(AIController is HumanAIController))
            {
                float characterDist = float.MaxValue;
#if CLIENT
                characterDist = Vector2.DistanceSquared(cam.GetPosition(), WorldPosition);
#elif SERVER
                if (GameMain.Server != null)
                {
                    characterDist = GetClosestDistance();
                }
#endif

                if (characterDist > EnableSimplePhysicsDistSqr)
                {
                    AnimController.SimplePhysicsEnabled = true;
                }
                else if (characterDist < DisableSimplePhysicsDistSqr)
                {
                    AnimController.SimplePhysicsEnabled = false;
                }
            }

            if (!aiController.Enabled)
            {
                return;
            }
            if (GameMain.NetworkMember != null && !GameMain.NetworkMember.IsServer)
            {
                return;
            }
            if (Controlled == this)
            {
                return;
            }

            if (!IsRemotePlayer)
            {
                aiController.Update(deltaTime);
            }
        }
Esempio n. 4
0
        public override void Update(float deltaTime, Camera cam)
        {
            base.Update(deltaTime, cam);

            if (!Enabled)
            {
                return;
            }

            if (!IsRemotePlayer)
            {
                float characterDist = float.MaxValue;
#if CLIENT
                characterDist = Vector2.DistanceSquared(cam.GetPosition(), WorldPosition);
#elif SERVER
                if (GameMain.Server != null)
                {
                    characterDist = GetClosestDistance();
                }
#endif

                if (characterDist > EnableSimplePhysicsDistSqr)
                {
                    AnimController.SimplePhysicsEnabled = true;
                }
                else if (characterDist < DisableSimplePhysicsDistSqr)
                {
                    AnimController.SimplePhysicsEnabled = false;
                }
            }

            if (IsDead || Vitality <= 0.0f || IsUnconscious || Stun > 0.0f)
            {
                return;
            }
            if (!aiController.Enabled)
            {
                return;
            }
            if (GameMain.NetworkMember != null && !GameMain.NetworkMember.IsServer)
            {
                return;
            }
            if (Controlled == this)
            {
                return;
            }

            if (!IsRemotePlayer)
            {
                aiController.Update(deltaTime);
            }
        }
Esempio n. 5
0
        public override void Update(Camera cam, float deltaTime)
        {
            base.Update(cam, deltaTime);

            if (!Enabled || IsRemotePlayer)
            {
                return;
            }

            float dist = Vector2.DistanceSquared(cam.WorldViewCenter, WorldPosition);

            if (dist > 8000.0f * 8000.0f)
            {
                AnimController.SimplePhysicsEnabled = true;
            }
            else if (dist < 7000.0f * 7000.0f)
            {
                AnimController.SimplePhysicsEnabled = false;
            }

            if (IsDead || Health <= 0.0f || IsUnconscious || Stun > 0.0f)
            {
                return;
            }

            if (Controlled == this || !aiController.Enabled)
            {
                return;
            }

            if (soundTimer > 0)
            {
                soundTimer -= deltaTime;
            }
            else
            {
                switch (aiController.State)
                {
                case AIController.AiState.Attack:
                    PlaySound(CharacterSound.SoundType.Attack);
                    break;

                default:
                    PlaySound(CharacterSound.SoundType.Idle);
                    break;
                }
                soundTimer = soundInterval;
            }

            aiController.Update(deltaTime);
        }
Esempio n. 6
0
        public override void Update(float deltaTime, Camera cam)
        {
            base.Update(deltaTime, cam);

            if (!Enabled)
            {
                return;
            }
            if (!IsRemotePlayer && AIController is EnemyAIController enemyAi)
            {
                enemyAi.PetBehavior?.Update(deltaTime);
            }
            if (IsDead || Vitality <= 0.0f || Stun > 0.0f || IsIncapacitated)
            {
                //don't enable simple physics on dead/incapacitated characters
                //the ragdoll controls the movement of incapacitated characters instead of the collider,
                //but in simple physics mode the ragdoll would get disabled, causing the character to not move at all
                AnimController.SimplePhysicsEnabled = false;
                return;
            }

            if (!IsRemotePlayer && !(AIController is HumanAIController))
            {
                float characterDistSqr = GetDistanceSqrToClosestPlayer();
                if (characterDistSqr > EnableSimplePhysicsDistSqr)
                {
                    AnimController.SimplePhysicsEnabled = true;
                }
                else if (characterDistSqr < DisableSimplePhysicsDistSqr)
                {
                    AnimController.SimplePhysicsEnabled = false;
                }
            }

            if (GameMain.NetworkMember != null && !GameMain.NetworkMember.IsServer)
            {
                return;
            }
            if (Controlled == this)
            {
                return;
            }

            if (!IsRemotelyControlled && aiController != null && aiController.Enabled)
            {
                aiController.Update(deltaTime);
            }
        }