Esempio n. 1
0
        /// <summary>
        /// Another trigger was triggered, check if this one should react to it
        /// </summary>
        public void OtherTriggered(LevelObject levelObject, LevelTrigger otherTrigger)
        {
            if (!triggeredBy.HasFlag(TriggererType.OtherTrigger) || stayTriggeredDelay <= 0.0f)
            {
                return;
            }

            //check if the other trigger has appropriate tags
            if (allowedOtherTriggerTags.Count > 0)
            {
                if (!allowedOtherTriggerTags.Any(t => otherTrigger.tags.Contains(t)))
                {
                    return;
                }
            }

            if (Vector2.DistanceSquared(WorldPosition, otherTrigger.WorldPosition) <= otherTrigger.triggerOthersDistance * otherTrigger.triggerOthersDistance)
            {
                bool wasAlreadyTriggered = IsTriggered;
                triggeredTimer = stayTriggeredDelay;
                if (!wasAlreadyTriggered)
                {
                    OnTriggered?.Invoke(this, null);
                }
            }
        }
Esempio n. 2
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        public LevelObject(LevelObjectPrefab prefab, Vector3 position, float scale, float rotation = 0.0f)
        {
            ActivePrefab = Prefab = prefab;
            Position     = position;
            Scale        = scale;
            Rotation     = rotation;

            spriteIndex = ActivePrefab.Sprites.Any() ? Rand.Int(ActivePrefab.Sprites.Count, Rand.RandSync.Server) : -1;

            if (Sprite != null && prefab.SpriteSpecificPhysicsBodyElements.ContainsKey(Sprite))
            {
                PhysicsBody = new PhysicsBody(prefab.SpriteSpecificPhysicsBodyElements[Sprite], ConvertUnits.ToSimUnits(new Vector2(position.X, position.Y)), Scale);
            }
            else if (prefab.PhysicsBodyElement != null)
            {
                PhysicsBody = new PhysicsBody(prefab.PhysicsBodyElement, ConvertUnits.ToSimUnits(new Vector2(position.X, position.Y)), Scale);
            }

            if (PhysicsBody != null)
            {
                PhysicsBody.SetTransformIgnoreContacts(PhysicsBody.SimPosition, -Rotation);
                PhysicsBody.BodyType            = BodyType.Static;
                PhysicsBody.CollisionCategories = Physics.CollisionLevel;
                PhysicsBody.CollidesWith        = Physics.CollisionWall | Physics.CollisionCharacter;
            }

            foreach (XElement triggerElement in prefab.LevelTriggerElements)
            {
                Triggers ??= new List <LevelTrigger>();
                Vector2 triggerPosition = triggerElement.GetAttributeVector2("position", Vector2.Zero) * scale;

                if (rotation != 0.0f)
                {
                    var ca = (float)Math.Cos(rotation);
                    var sa = (float)Math.Sin(rotation);

                    triggerPosition = new Vector2(
                        ca * triggerPosition.X + sa * triggerPosition.Y,
                        -sa * triggerPosition.X + ca * triggerPosition.Y);
                }

                var newTrigger         = new LevelTrigger(triggerElement, new Vector2(position.X, position.Y) + triggerPosition, -rotation, scale, prefab.Name);
                int parentTriggerIndex = prefab.LevelTriggerElements.IndexOf(triggerElement.Parent);
                if (parentTriggerIndex > -1)
                {
                    newTrigger.ParentTrigger = Triggers[parentTriggerIndex];
                }
                Triggers.Add(newTrigger);
            }

            NeedsUpdate = NeedsNetworkSyncing || (Triggers != null && Triggers.Any()) || Prefab.PhysicsBodyTriggerIndex > -1;

            InitProjSpecific();
        }
 private void OnObjectTriggered(LevelObject triggeredObject, LevelTrigger trigger, Entity triggerer)
 {
     if (trigger.TriggerOthersDistance <= 0.0f)
     {
         return;
     }
     foreach (LevelObject obj in objects)
     {
         if (obj == triggeredObject)
         {
             continue;
         }
         foreach (LevelTrigger otherTrigger in obj.Triggers)
         {
             otherTrigger.OtherTriggered(triggeredObject, trigger);
         }
     }
 }
        public BackgroundSprite(BackgroundSpritePrefab prefab, Vector3 position, float scale, float rotation = 0.0f)
        {
            this.Prefab   = prefab;
            this.Position = position;

            this.Scale = scale;

            this.Rotation = rotation;

            if (prefab.LevelTriggerElement != null)
            {
                Vector2 triggerPosition = prefab.LevelTriggerElement.GetAttributeVector2("position", Vector2.Zero) * scale;

                if (rotation != 0.0f)
                {
                    var ca = (float)Math.Cos(rotation);
                    var sa = (float)Math.Sin(rotation);

                    triggerPosition = new Vector2(
                        ca * triggerPosition.X + sa * triggerPosition.Y,
                        -sa * triggerPosition.X + ca * triggerPosition.Y);
                }

                this.Trigger = new LevelTrigger(prefab.LevelTriggerElement, new Vector2(position.X, position.Y) + triggerPosition, -rotation, scale);
            }

#if CLIENT
            if (prefab.ParticleEmitterPrefabs != null)
            {
                ParticleEmitters = new List <ParticleEmitter>();
                foreach (ParticleEmitterPrefab emitterPrefab in prefab.ParticleEmitterPrefabs)
                {
                    ParticleEmitters.Add(new ParticleEmitter(emitterPrefab));
                }
            }

            if (prefab.SoundElement != null)
            {
                Sound = Sound.Load(prefab.SoundElement, true);
            }
#endif
        }
Esempio n. 5
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        public LevelObject(LevelObjectPrefab prefab, Vector3 position, float scale, float rotation = 0.0f)
        {
            Triggers = new List <LevelTrigger>();

            ActivePrefab = Prefab = prefab;
            Position     = position;
            Scale        = scale;
            Rotation     = rotation;

            spriteIndex = ActivePrefab.Sprites.Any() ? Rand.Int(ActivePrefab.Sprites.Count, Rand.RandSync.Server) : -1;

            if (prefab.PhysicsBodyElement != null)
            {
                PhysicsBody = new PhysicsBody(prefab.PhysicsBodyElement, ConvertUnits.ToSimUnits(new Vector2(position.X, position.Y)), Scale);
            }

            foreach (XElement triggerElement in prefab.LevelTriggerElements)
            {
                Vector2 triggerPosition = triggerElement.GetAttributeVector2("position", Vector2.Zero) * scale;

                if (rotation != 0.0f)
                {
                    var ca = (float)Math.Cos(rotation);
                    var sa = (float)Math.Sin(rotation);

                    triggerPosition = new Vector2(
                        ca * triggerPosition.X + sa * triggerPosition.Y,
                        -sa * triggerPosition.X + ca * triggerPosition.Y);
                }

                var newTrigger         = new LevelTrigger(triggerElement, new Vector2(position.X, position.Y) + triggerPosition, -rotation, scale, prefab.Name);
                int parentTriggerIndex = prefab.LevelTriggerElements.IndexOf(triggerElement.Parent);
                if (parentTriggerIndex > -1)
                {
                    newTrigger.ParentTrigger = Triggers[parentTriggerIndex];
                }
                Triggers.Add(newTrigger);
            }

            InitProjSpecific();
        }
Esempio n. 6
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        partial void InitProjSpecific()
        {
            CurrentSwingAmount      = Prefab.SwingAmountRad;
            CurrentScaleOscillation = Prefab.ScaleOscillation;

            SwingTimer          = Rand.Range(0.0f, MathHelper.TwoPi);
            ScaleOscillateTimer = Rand.Range(0.0f, MathHelper.TwoPi);

            if (Prefab.ParticleEmitterPrefabs != null)
            {
                ParticleEmitters        = new ParticleEmitter[Prefab.ParticleEmitterPrefabs.Count];
                ParticleEmitterTriggers = new LevelTrigger[Prefab.ParticleEmitterPrefabs.Count];
                for (int i = 0; i < Prefab.ParticleEmitterPrefabs.Count; i++)
                {
                    ParticleEmitters[i]        = new ParticleEmitter(Prefab.ParticleEmitterPrefabs[i]);
                    ParticleEmitterTriggers[i] = Prefab.ParticleEmitterTriggerIndex[i] > -1 ?
                                                 Triggers[Prefab.ParticleEmitterTriggerIndex[i]] : null;
                }
            }

            if (Prefab.LightSourceParams != null)
            {
                LightSources        = new LightSource[Prefab.LightSourceParams.Count];
                LightSourceTriggers = new LevelTrigger[Prefab.LightSourceParams.Count];
                for (int i = 0; i < Prefab.LightSourceParams.Count; i++)
                {
                    LightSources[i] = new LightSource(Prefab.LightSourceParams[i])
                    {
                        Position     = new Vector2(Position.X, Position.Y),
                        IsBackground = true
                    };
                    LightSourceTriggers[i] = Prefab.LightSourceTriggerIndex[i] > -1 ?
                                             Triggers[Prefab.LightSourceTriggerIndex[i]] : null;
                }
            }

            Sounds        = new RoundSound[Prefab.Sounds.Count];
            SoundChannels = new SoundChannel[Prefab.Sounds.Count];
            SoundTriggers = new LevelTrigger[Prefab.Sounds.Count];
            for (int i = 0; i < Prefab.Sounds.Count; i++)
            {
                Sounds[i]        = Submarine.LoadRoundSound(Prefab.Sounds[i].SoundElement, false);
                SoundTriggers[i] = Prefab.Sounds[i].TriggerIndex > -1 ? Triggers[Prefab.Sounds[i].TriggerIndex] : null;
            }

            int j = 0;

            foreach (XElement subElement in Prefab.Config.Elements())
            {
                if (subElement.Name.ToString().ToLowerInvariant() != "deformablesprite")
                {
                    continue;
                }
                foreach (XElement animationElement in subElement.Elements())
                {
                    var newDeformation = SpriteDeformation.Load(animationElement, Prefab.Name);
                    if (newDeformation != null)
                    {
                        newDeformation.DeformationParams = Prefab.SpriteDeformations[j].DeformationParams;
                        spriteDeformations.Add(newDeformation);
                        j++;
                    }
                }
            }
        }
Esempio n. 7
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        partial void InitProjSpecific()
        {
            Sprite?.EnsureLazyLoaded();
            Prefab.DeformableSprite?.EnsureLazyLoaded();

            CurrentSwingAmount      = Prefab.SwingAmountRad;
            CurrentScaleOscillation = Prefab.ScaleOscillation;

            SwingTimer          = Rand.Range(0.0f, MathHelper.TwoPi);
            ScaleOscillateTimer = Rand.Range(0.0f, MathHelper.TwoPi);

            if (Prefab.ParticleEmitterPrefabs != null)
            {
                ParticleEmitters        = new ParticleEmitter[Prefab.ParticleEmitterPrefabs.Count];
                ParticleEmitterTriggers = new LevelTrigger[Prefab.ParticleEmitterPrefabs.Count];
                for (int i = 0; i < Prefab.ParticleEmitterPrefabs.Count; i++)
                {
                    ParticleEmitters[i]        = new ParticleEmitter(Prefab.ParticleEmitterPrefabs[i]);
                    ParticleEmitterTriggers[i] = Prefab.ParticleEmitterTriggerIndex[i] > -1 ?
                                                 Triggers[Prefab.ParticleEmitterTriggerIndex[i]] : null;
                }
            }

            if (Prefab.LightSourceParams != null && Prefab.LightSourceParams.Count > 0)
            {
                LightSources        = new LightSource[Prefab.LightSourceParams.Count];
                LightSourceTriggers = new LevelTrigger[Prefab.LightSourceParams.Count];
                for (int i = 0; i < Prefab.LightSourceParams.Count; i++)
                {
                    LightSources[i] = new LightSource(Prefab.LightSourceParams[i])
                    {
                        Position     = new Vector2(Position.X, Position.Y),
                        IsBackground = true
                    };
                    LightSourceTriggers[i] = Prefab.LightSourceTriggerIndex[i] > -1 ?
                                             Triggers[Prefab.LightSourceTriggerIndex[i]] : null;
                }
            }

            Sounds        = new RoundSound[Prefab.Sounds.Count];
            SoundChannels = new SoundChannel[Prefab.Sounds.Count];
            SoundTriggers = new LevelTrigger[Prefab.Sounds.Count];
            for (int i = 0; i < Prefab.Sounds.Count; i++)
            {
                Sounds[i]        = Submarine.LoadRoundSound(Prefab.Sounds[i].SoundElement, false);
                SoundTriggers[i] = Prefab.Sounds[i].TriggerIndex > -1 ? Triggers[Prefab.Sounds[i].TriggerIndex] : null;
            }

            int j = 0;

            foreach (XElement subElement in Prefab.Config.Elements())
            {
                if (!subElement.Name.ToString().Equals("deformablesprite", StringComparison.OrdinalIgnoreCase))
                {
                    continue;
                }
                foreach (XElement animationElement in subElement.Elements())
                {
                    var newDeformation = SpriteDeformation.Load(animationElement, Prefab.Name);
                    if (newDeformation != null)
                    {
                        newDeformation.Params = Prefab.SpriteDeformations[j].Params;
                        spriteDeformations.Add(newDeformation);
                        j++;
                    }
                }
            }

            VisibleOnSonar = Prefab.SonarDisruption > 0.0f || Prefab.OverrideProperties.Any(p => p != null && p.SonarDisruption > 0.0f) ||
                             (Triggers != null && Triggers.Any(t => !MathUtils.NearlyEqual(t.Force, Vector2.Zero) && t.ForceMode != LevelTrigger.TriggerForceMode.LimitVelocity || !string.IsNullOrWhiteSpace(t.InfectIdentifier)));
            if (VisibleOnSonar && Triggers.Any())
            {
                SonarRadius = Triggers.Select(t => t.ColliderRadius * 1.5f).Max();
            }
        }