コード例 #1
0
        public bool CanAct(WorldObject other)
        {
            bool res = other != null && !other.IsDestroyed();

            if (res)
            {
                Cottage   cottage = other.Owner.FindComponent <Cottage>();
                LayerTile l1      = Map.map.GetTileByWorldPosition(cottage.wo.GetCenteredPosition());
                LayerTile l2      = Map.map.GetTileByWorldPosition(wo.GetCenteredPosition());

                res = !cottage.UnderConstruction() &&
                      cottage.GetCount() < cottage.maxOccupation && !cottage.GetPeople().Contains(wo) &&
                      wo.player == cottage.wo.player && Map.map.Adjacent(l1, l2) &&
                      (wo.GetAction() == ActionEnum.Exit || wo.GetAction() == ActionEnum.Idle);
            }
            return(res);
        }
コード例 #2
0
ファイル: EnterExitBehavior.cs プロジェクト: anddonram/CODE3
        public void EnterCottage(WorldObject cot)
        {
            if (CanAct(cot))
            {
                Cottage   cottage = cot.Owner.FindComponent <Cottage>();
                LayerTile l1      = Map.map.GetTileByWorldPosition(cottage.wo.GetCenteredPosition());
                LayerTile l2      = Map.map.GetTileByWorldPosition(wo.GetCenteredPosition());

                cottage.SetCount(cottage.GetCount() + 1);
                nextTile     = l1;
                currentTile  = l2;
                this.cottage = cottage;

                Trace.WriteLine(cottage.GetCount());
                wo.SetAction(ActionEnum.Enter);
                if (wo.animation != null)
                {
                    wo.animation.Cancel();
                }
                wo.animation = new WaveEngine.Components.GameActions.MoveTo2DGameAction(Owner, l1.LocalPosition, TimeSpan.FromSeconds(wo.genericSpeed));
                wo.animation.Run();
            }
        }