Esempio n. 1
0
            private void StartCrumbling()
            {
                SoundEffectExtensions.EmitAt(this.Host.sCrumble, this.OriginalCenter, RandomHelper.Centered(0.00999999977648258));
                Vector3 vector3_1 = FezMath.SideMask(this.CameraManager.Viewpoint);
                Vector3 vector3_2 = FezMath.ForwardVector(this.CameraManager.Viewpoint);
                bool    flag1     = (double)vector3_1.X != 0.0;
                bool    flag2     = flag1;
                int     num       = flag2 ? (int)vector3_2.Z : (int)vector3_2.X;
                Point   key       = new Point(flag1 ? this.Instance.Emplacement.X : this.Instance.Emplacement.Z, this.Instance.Emplacement.Y);

                this.LevelManager.WaitForScreenInvalidation();
                Limit limit;

                if (this.LevelManager.ScreenSpaceLimits.TryGetValue(key, out limit))
                {
                    limit.End += num;
                    TrileEmplacement id = new TrileEmplacement(flag1 ? key.X : limit.Start, key.Y, flag2 ? limit.Start : key.X);
                    while ((flag2 ? id.Z : id.X) != limit.End)
                    {
                        TrileInstance toRemove = this.LevelManager.TrileInstanceAt(ref id);
                        if (toRemove != null && !toRemove.Hidden && toRemove.Trile.ActorSettings.Type == ActorType.Crumbler)
                        {
                            toRemove.Hidden = true;
                            this.LevelMaterializer.CullInstanceOut(toRemove);
                            this.InstancesToClear.Add(toRemove);
                            ITrixelParticleSystems      particleSystems = this.ParticleSystems;
                            CrumblersHost.CrumblerState crumblerState   = this;
                            Game game = ServiceHelper.Game;
                            TrixelParticleSystem.Settings settings = new TrixelParticleSystem.Settings()
                            {
                                BaseVelocity      = Vector3.Zero,
                                Energy            = 0.1f,
                                ParticleCount     = (int)(20.0 / (double)this.InstancesToClear.Count),
                                GravityModifier   = 0.6f,
                                Crumble           = true,
                                ExplodingInstance = toRemove
                            };
                            TrixelParticleSystem trixelParticleSystem1;
                            TrixelParticleSystem trixelParticleSystem2 = trixelParticleSystem1 = new TrixelParticleSystem(game, settings);
                            crumblerState.System = trixelParticleSystem1;
                            TrixelParticleSystem system = trixelParticleSystem2;
                            particleSystems.Add(system);
                        }
                        if (flag2)
                        {
                            id.Z += num;
                        }
                        else
                        {
                            id.X += num;
                        }
                    }
                }
                Waiters.Wait(1.0, new Action(this.ClearTriles)).AutoPause = true;
            }
Esempio n. 2
0
 public TrixelParticleSystem(Game game, TrixelParticleSystem.Settings settings)
   : base(game)
 {
   this.settings = settings;
   this.DrawOrder = 10;
   this.PhysicsManager = ServiceHelper.Get<IPhysicsManager>();
   this.CameraManager = ServiceHelper.Get<IGameCameraManager>();
   this.GameState = ServiceHelper.Get<IGameStateManager>();
   this.LightingPostProcess = ServiceHelper.Get<ILightingPostProcess>();
   this.CollisionManager = ServiceHelper.Get<ICollisionManager>();
 }
Esempio n. 3
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 public TrixelParticleSystem(Game game, TrixelParticleSystem.Settings settings)
     : base(game)
 {
     this.settings            = settings;
     this.DrawOrder           = 10;
     this.PhysicsManager      = ServiceHelper.Get <IPhysicsManager>();
     this.CameraManager       = ServiceHelper.Get <IGameCameraManager>();
     this.GameState           = ServiceHelper.Get <IGameStateManager>();
     this.LightingPostProcess = ServiceHelper.Get <ILightingPostProcess>();
     this.CollisionManager    = ServiceHelper.Get <ICollisionManager>();
 }
Esempio n. 4
0
 private void StartCrumbling()
 {
   SoundEffectExtensions.EmitAt(this.Host.sCrumble, this.OriginalCenter, RandomHelper.Centered(0.00999999977648258));
   Vector3 vector3_1 = FezMath.SideMask(this.CameraManager.Viewpoint);
   Vector3 vector3_2 = FezMath.ForwardVector(this.CameraManager.Viewpoint);
   bool flag1 = (double) vector3_1.X != 0.0;
   bool flag2 = flag1;
   int num = flag2 ? (int) vector3_2.Z : (int) vector3_2.X;
   Point key = new Point(flag1 ? this.Instance.Emplacement.X : this.Instance.Emplacement.Z, this.Instance.Emplacement.Y);
   this.LevelManager.WaitForScreenInvalidation();
   Limit limit;
   if (this.LevelManager.ScreenSpaceLimits.TryGetValue(key, out limit))
   {
     limit.End += num;
     TrileEmplacement id = new TrileEmplacement(flag1 ? key.X : limit.Start, key.Y, flag2 ? limit.Start : key.X);
     while ((flag2 ? id.Z : id.X) != limit.End)
     {
       TrileInstance toRemove = this.LevelManager.TrileInstanceAt(ref id);
       if (toRemove != null && !toRemove.Hidden && toRemove.Trile.ActorSettings.Type == ActorType.Crumbler)
       {
         toRemove.Hidden = true;
         this.LevelMaterializer.CullInstanceOut(toRemove);
         this.InstancesToClear.Add(toRemove);
         ITrixelParticleSystems particleSystems = this.ParticleSystems;
         CrumblersHost.CrumblerState crumblerState = this;
         Game game = ServiceHelper.Game;
         TrixelParticleSystem.Settings settings = new TrixelParticleSystem.Settings()
         {
           BaseVelocity = Vector3.Zero,
           Energy = 0.1f,
           ParticleCount = (int) (20.0 / (double) this.InstancesToClear.Count),
           GravityModifier = 0.6f,
           Crumble = true,
           ExplodingInstance = toRemove
         };
         TrixelParticleSystem trixelParticleSystem1;
         TrixelParticleSystem trixelParticleSystem2 = trixelParticleSystem1 = new TrixelParticleSystem(game, settings);
         crumblerState.System = trixelParticleSystem1;
         TrixelParticleSystem system = trixelParticleSystem2;
         particleSystems.Add(system);
       }
       if (flag2)
         id.Z += num;
       else
         id.X += num;
     }
   }
   Waiters.Wait(1.0, new Action(this.ClearTriles)).AutoPause = true;
 }