Esempio n. 1
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 /// <summary>
 /// Add attractors in order from closest to furthest
 /// include distance from bot,
 /// vector effect,
 /// and radius that the effect starts to fade
 /// </summary>
 /// <param name="distance"></param>
 /// <param name="value"></param>
 /// <param name="unitRadius"></param>
 public void AddAttractor(Attractor eff, float unitRadius = 0)
 {
     Debug.Assert(!eff.Used);
     // make it distance from edge not center
     eff.Distance -= unitRadius;
     Actions.Add(eff);
 }
Esempio n. 2
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        }   // end of Free()

        /// <summary>
        /// Old-style action.  Should be replaced?  TargetDirectionAction?
        ///
        /// We still use this for stuff like shooting.
        ///
        /// WHEN See Apple DO Shoot
        ///     gameThing is the nearest apple
        ///     direction is the direction to shoot
        ///     distance is distance to apple
        ///
        /// WHEN GamePad AButton DO Shoot
        ///     gameThing is null
        ///     direction is forward
        ///     distance is 1
        ///
        /// </summary>
        /// <param name="distance"></param>
        /// <param name="direction"></param>
        /// <param name="gameThing"></param>
        /// <param name="reflex"></param>
        /// <param name="canBlend"></param>
        /// <param name="specialInstruction"></param>
        /// <returns></returns>
        static public Attractor AllocAttractor(float distance,
                                               Vector3 direction,
                                               GameThing gameThing,
                                               Reflex reflex,
                                               bool canBlend = false,
                                               BaseAction.SpecialInstruction specialInstruction = BaseAction.SpecialInstruction.None)
        {
            Attractor attractor;

            // Recycle an attractor if possible.  If not, create a new one.
            if (AttractorFreeList.Count > 0)
            {
                attractor = AttractorFreeList[AttractorFreeList.Count - 1];
                AttractorFreeList.RemoveAt(AttractorFreeList.Count - 1);
            }
            else
            {
                attractor = new Attractor();
            }

            // Fill in the data.
            attractor.Init(distance, direction, gameThing, reflex, canBlend, specialInstruction);

            return(attractor);
        }   // end of AllocAttractor()