public override Actuator CreateItem(LegacyMapBuilder context, Tile currentTile, IReadOnlyList <ActuatorItemData> matchedSequence) { IConstrain constrain = null; Tile targetTile = null; Texture2D decoration = null; context.PrepareActuatorData(matchedSequence[0], out targetTile, out constrain, out decoration, putOnWall: false); if (matchedSequence[0].Data == 0) { constrain = new PartyConstrain(); } else { constrain = new PartDirectionConstrain((MapDirection)(matchedSequence[0].Data - 1)); } var res = new FloorActuator(context.GetFloorPosition(matchedSequence[0].TilePosition, currentTile), currentTile, constrain, targetTile.ToEnumerable(), matchedSequence[0].GetActionStateX().ToEnumerable()); res.Graphics = new CubeGraphic { Position = res.Position, DrawFaces = CubeFaces.All, Outter = true, Scale = new Vector3(0.2f), Texture = decoration }; return(res); }
public override Actuator CreateItem(LegacyMapBuilder context, Tile currentTile, IReadOnlyList <ActuatorItemData> matchedSequence) { IConstrain constrain = null; if (matchedSequence[0].Data == 0) { constrain = new PartyConstrain(); } else { constrain = new PartDirectionConstrain((MapDirection)(matchedSequence[0].Data - 1)); } var res = new FloorActuator(context.GetFloorPosition(matchedSequence[0].TilePosition, currentTile), currentTile, constrain, matchedSequence.Select(context.GetTargetTile), matchedSequence.Select(x => x.GetActionStateX())); res.Graphics = new CubeGraphic { Position = res.Position, DrawFaces = CubeFaces.All, Outter = true, Scale = new Vector3(0.2f), Texture = context.GetTexture(matchedSequence.First(), putOnWall: false) }; return(res); }
public virtual async Task <FloorActuator> GetFloorActuator(IEnumerable <ActuatorItemData> actuators) { var floorSensors = await Task.WhenAll(actuators.Select(CreateSensor)); var res = new FloorActuator(floorSensors); res.Renderer = builder.Factories.RenderersSource.GetFloorActuatorRenderer(res); return(res); }
public override Actuator CreateItem(LegacyMapBuilder context, Tile currentTile, IReadOnlyList <ActuatorItemData> matchedSequence) { IConstrain constrain = null; Tile targetTile = null; Texture2D decoration = null; context.PrepareActuatorData(matchedSequence[0], out targetTile, out constrain, out decoration, putOnWall: false); var res = new FloorActuator(context.GetFloorPosition(matchedSequence[0].TilePosition, currentTile), currentTile, new OrConstrain(new IConstrain[] { new PartyConstrain(), new TypeConstrain(typeof(Creature)), new TypeConstrain(typeof(GrabableItem)) }), targetTile.ToEnumerable(), matchedSequence[0].GetActionStateX().ToEnumerable()); //TODO 14 28 actuator sends Clear message to pit(which open the pit => should be close) res.Graphics = new CubeGraphic { Position = res.Position, DrawFaces = CubeFaces.All, Outter = true, Scale = new Vector3(0.2f), Texture = decoration }; return(res); }
public virtual IRenderer GetFloorActuatorRenderer(FloorActuator res) { return(new ActuatorRenderer <FloorActuator>(res)); }
public ActuatorFloorTileSide(FloorActuator actuator, bool randomDecoration, MapDirection face, IEnumerable <IGrabableItem> topLeftItems, IEnumerable <IGrabableItem> topRightItems, IEnumerable <IGrabableItem> bottomLeftItems, IEnumerable <IGrabableItem> bottomRightItems) : base(randomDecoration, face, topLeftItems, topRightItems, bottomLeftItems, bottomRightItems) { Actuator = actuator; }