Esempio n. 1
0
        public Gate(Vector2 position, OpenCondition condition = OpenCondition.KEYS) : base(position, new Box(position, new Vector2(16, 16)))
        {
            InitState("Closed");

            AddComponent(new TopDownPhysics(0, 0));

            List <string> newTags = tags;

            newTags.Add("gate");

            _openCondition = condition;

            mapIndex = util.CorrespondingMapIndex(transform.position);

            switch (condition)
            {
            case OpenCondition.KEYS:
                openedCondition = () => { return(keysLeft <= 0); };
                keysLeft        = 1;
                break;

            case OpenCondition.NO_ENEMIES:
                openedCondition = () => {
                    var enemies = GameObjectManager.FindObjectsWithTag("enemy");
                    currentEnemyCount = 0;

                    foreach (var e in enemies)
                    {
                        if (mapIndex == util.CorrespondingMapIndex(e.transform.position))
                        {
                            currentEnemyCount += 1;
                        }
                    }
                    return(currentEnemyCount <= 0);
                };
                newTags.Add("nonpersistent");
                break;

            default:
                openedCondition = () => { return(keysLeft <= 0); };
                keysLeft        = 1;
                break;
            }

            tags = newTags;
        }
Esempio n. 2
0
        public override void Update(GameTime gameTime)
        {
            var pi = GameObjectManager.playerInstance;

            if (pi == null)
            {
                return;
            }

            Vector2 nextIndex = util.CorrespondingMapIndex(pi.collisionBox.middle);

            if (currentIndex.X != nextIndex.X || currentIndex.Y != nextIndex.Y)
            {
                Debug.Log($"Got into map index ( {nextIndex.X}, {nextIndex.Y} )");

                if (toDestroy != null)
                {
                    foreach (var obj in toDestroy)
                    {
                        obj.done = true;
                    }

                    toDestroy = null;
                }

                currentIndex = nextIndex;
                toDestroy    = GameObjectManager.FindObjectsWithTag("nonpersistent");
                if (toDestroy != null)
                {
                    foreach (var obj in toDestroy)
                    {
                        obj.isPaused = true;
                        TaskScheduler.AddTask(() => {
                            obj.done = true;
                            Debug.Log($"{obj.GetType().FullName} is done");
                        }, 0.5, 0.5, this.id);
                    }
                }

                TaskScheduler.AddTask(() => toDestroy = null, 0.5, 0.5, this.id);

                InstantiateEntities(currentIndex);
            }
        }