コード例 #1
0
 public EntitySpawnInfoComponent(ref EntitySpawnInfoComponent rhs)
 {
     preset        = Entity.Null;
     number        = rhs.number;
     velocityMin   = rhs.velocityMin;
     velocityMax   = rhs.velocityMax;
     posOffsetMin  = rhs.posOffsetMin;
     posOffsetMax  = rhs.posOffsetMax;
     lifetime      = rhs.lifetime;
     spawnEffect   = Entity.Null;
     destroyEffect = Entity.Null;
 }
コード例 #2
0
    protected override void OnUpdate()
    {
        Entities.ForEach((Entity playerEntity, ref PlayerComponent playerComp, ref IntelligenceComponent intelComp) => {
            if (playerComp.currentBehaviors > 0)
            {
                return;
            }

            // all behaviours have done!
            if (intelComp.isWaitingForOtherSystems)
            {
                intelComp.isWaitingForOtherSystems = false;
                EntityManager.RemoveComponent <IntelligenceComponent>(playerEntity);
                EntityManager.AddComponentData(playerEntity, new TargetingComponent());
                return;
            }

            // get target
            var targetEntity = Entity.Null;
            var targetIndex  = intelComp.targetEntityIndex;
            Entities.ForEach((Entity entity, ref Translation entityPos) => {
                if (targetIndex == entity.Index)
                {
                    targetEntity = entity;
                    return;
                }
            });

            ReactiveComponent targetReactiveComp = EntityManager.GetComponentData <ReactiveComponent>(targetEntity);

            // Searching
            bool shouldSearch = (targetReactiveComp.searchingTime > 0.0f) && (false == BehaviorState.HasState(playerComp, BehaviorState.searching));
            if (shouldSearch)
            {
                EntityManager.AddComponentData(playerEntity, new SearchingComponent()
                {
                    searchingTime        = targetReactiveComp.searchingTime,
                    searchingAnim        = targetReactiveComp.searchingAnim,
                    elapsedSearchingTime = 0.0f
                });
                playerComp.currentBehaviors |= BehaviorState.searching;
            }

            // Panic
            bool shouldPanic = (targetReactiveComp.panicTime > 0.0f) && (false == BehaviorState.HasState(playerComp, BehaviorState.panic));
            if (shouldPanic)
            {
                EntityManager.AddComponentData(playerEntity, new PanicComponent()
                {
                    panicTime        = targetReactiveComp.panicTime,
                    panicAnim        = targetReactiveComp.panicAnim,
                    madness          = targetReactiveComp.madness,
                    madnessDuration  = targetReactiveComp.madnessDuration,
                    elapsedPanicTime = 0.0f,
                });
                playerComp.currentBehaviors |= BehaviorState.panic;
            }

            // Pending Item
            bool shouldPendItem = (targetReactiveComp.itemID > 0) && (false == BehaviorState.HasState(playerComp, BehaviorState.pendingItem));
            if (shouldPendItem)
            {
                EntityManager.AddComponentData(playerEntity, new PendingItemComponent()
                {
                    pendingItemID = targetReactiveComp.itemID
                });
                playerComp.currentBehaviors |= BehaviorState.pendingItem;
            }

            // Spawning
            bool shouldSpawn = (EntityManager.HasComponent <EntitySpawnInfoComponent>(targetEntity)) && (false == BehaviorState.HasState(playerComp, BehaviorState.spawning));
            if (shouldSpawn)
            {
                EntitySpawnInfoComponent spawnInfo = EntityManager.GetComponentData <EntitySpawnInfoComponent>(targetEntity);
                EntityManager.AddComponentData(playerEntity, new EntitySpawnComponent(ref spawnInfo));
                playerComp.currentBehaviors |= BehaviorState.spawning;
            }

            // Teleport
            bool shouldTeleport = (EntityManager.HasComponent <TeleportInfoComponent>(targetEntity)) && (false == BehaviorState.HasState(playerComp, BehaviorState.teleport));
            if (shouldTeleport)
            {
                var teleportInfo = EntityManager.GetComponentData <TeleportInfoComponent>(targetEntity);
                EntityManager.AddComponentData(playerEntity, new TeleportComponent(ref teleportInfo));
                playerComp.currentBehaviors |= BehaviorState.teleport;
            }

            if (playerComp.currentBehaviors > 0)
            {
                intelComp.isWaitingForOtherSystems = true;
            }
        });
    }