コード例 #1
0
ファイル: Events.cs プロジェクト: aaron9000/simple-rts
        public override void Fire(GameState state, Queries queries)
        {
            var turret = queries.GetUnitById(SourceId);
            var pos    = turret.Position;
            var decal  = new SpawnEvent(pos, ObjectType.DecalExplosion);
            var blood  = new SpawnEvent(pos, ObjectType.ParticleBlood);

            Factory.Spawn(decal, state);
            Factory.Spawn(blood, state);

            var message = String.Format("{0} base destroyed!", turret.Side == Side.Player ? "Player" : "Enemy");

            HUDBehaviour.ShowMessage(message);

            var lanes         = F.Range(0, BalanceConsts.Lanes);
            var metrics       = F.Map(i => queries.GetLaneMetrics(i.ToString()), lanes);
            var playerHasBase = metrics.Any(m => m.PlayerBaseHealthPercentage > 0f);
            var enemyHasBase  = metrics.Any(m => m.EnemyBaseHealthPercentage > 0f);

            if (!playerHasBase)
            {
                state.Winner = Side.Enemy;
                HUDBehaviour.ShowLoseMessage("The enemy has won!");
                AudioPlayerBehaviour.PlaySound(SoundType.Defeat);
            }
            else if (!enemyHasBase)
            {
                state.Winner = Side.Player;
                HUDBehaviour.ShowWinMessage("You have won!");
                AudioPlayerBehaviour.PlaySound(SoundType.Victory);
            }
        }
コード例 #2
0
ファイル: Events.cs プロジェクト: aaron9000/simple-rts
        public override void Fire(GameState state, Queries queries)
        {
            var decal = new SpawnEvent(Position, ObjectType.DecalBlood);
            var blood = new SpawnEvent(Position, ObjectType.ParticleBlood);

            Factory.Spawn(decal, state);
            Factory.Spawn(blood, state);

            AudioPlayerBehaviour.PlaySound(SoundType.Splat);
        }
コード例 #3
0
ファイル: Events.cs プロジェクト: aaron9000/simple-rts
        public override void Fire(GameState state, Queries queries)
        {
            var source = queries.GetUnitById(SourceId);
            var target = queries.GetUnitById(TargetId);

            if (source != null && target != null)
            {
                // Muzzle
                var muzzlePos = Vector2.MoveTowards(source.Position, target.Position, PhysicsConsts.TurretMuzzleLength);
                var m         = new SpawnEvent(muzzlePos, ObjectType.LightTurretMuzzle);
                Factory.Spawn(m, state);
                AudioPlayerBehaviour.PlaySound(SoundType.TurretShoot);

                // Hurt target
                target.Health -= Damage;
            }
        }
コード例 #4
0
ファイル: Events.cs プロジェクト: aaron9000/simple-rts
        public override void Fire(GameState state, Queries queries)
        {
            var source = queries.GetUnitById(SourceId);
            var target = queries.GetUnitById(TargetId);

            if (source != null && target != null)
            {
                // Muzzle
                var pos = Vector2.MoveTowards(source.Position, target.Position, PhysicsConsts.SoldierMuzzleLength);
                var m   = new SpawnEvent(pos, ObjectType.LightMuzzle);
                Factory.Spawn(m, state);

                // Hurt target
                var impactPos = target.Position + M.RadialSpread() * PhysicsConsts.SoldierMuzzleLength;
                var e         = new SpawnEvent(impactPos, ObjectType.ParticleBulletImpact);
                Factory.Spawn(e, state);
                target.Health -= Damage;

                AudioPlayerBehaviour.PlaySound(SoundType.Shoot);
            }
        }
コード例 #5
0
ファイル: Events.cs プロジェクト: aaron9000/simple-rts
        public override void Fire(GameState state, Queries queries)
        {
            // Decrement resources
            if (Side == Side.Player)
            {
                state.PlayerResources--;
            }
            else if (Side == Side.Enemy)
            {
                state.EnemyResources--;
            }

            // Spawn effect
            var p = Map.GetSoldierSpawnPosition(LaneIndex, Side);
            var e = new SpawnEvent(p, ObjectType.ParticleSpawn);

            Factory.Spawn(e, state);
            AudioPlayerBehaviour.PlaySound(SoundType.Spawn);

            // Spawn a unit
            var u = new SpawnEvent(p, Random.value * 360f, Side, LaneIndex.ToString(), ObjectType.UnitSoldier);

            Factory.Spawn(u, state);
        }
コード例 #6
0
ファイル: Events.cs プロジェクト: aaron9000/simple-rts
 public override void Fire(GameState state, Queries queries)
 {
     AudioPlayerBehaviour.PlaySound(SoundType);
 }