/// <summary> /// human player /// </summary> /// <param name="character">his character</param> public GameNPC(Game.GameLogic logic, CharacterNPC character) { this.character = character; this.direction = new Vector3(1, 0, 0); this.logic = logic; this.logic.Ai.AddPlayer(this, character); }
private GameManager() { GameManager.terrain = CameraDriver.GetAttachedTerain(); ai = new WiccanRede.AI.AICore(terrain); this.logic = new GameLogic(this, ai); Initialization(); }
public void Restart() { this.ai.Dispose(); this.ai = new WiccanRede.AI.AICore(terrain); this.logic = new GameLogic(this, ai); Initialization(); CameraDriver.MoveToStartPosition(); }
/// <summary> /// WiccanRede.AI controlled npc with script /// </summary> /// <param name="character">his character</param> /// <param name="logic"> GameLogic object - used for interaction, respawn, etc, contains AICore object</param> /// <param name="position">absolute position on map</param> /// <param name="scriptPath">path to the script file</param> public GameNPC(CharacterNPC character, Game.GameLogic logic, string scriptPath, Vector3 position) { this.ai = logic.Ai; this.logic = logic; this.character = character; this.position = position; this.scriptPath = scriptPath; this.actionDefinition = ""; this.direction = new Vector3(1, 0, 0); JoinToGraphic(character); logic.Ai.AddPlayer(character, position, this, scriptPath); }
//IWalkable terrain; //static List<GameNPC> players = new List<GameNPC>(); /// <summary> /// WiccanRede.AI controlled npc /// </summary> /// <param name="character">his character</param> /// <param name="logic">GameLogic object - used for interaction, respawn, etc, contains AICore object</param> /// <param name="position">absolute position on map</param> /// <param name="fsmName">name of FSM plug-in which will be loaded for this NPC</param> /// <param name="actionDefinition">name of config xml file with definitions of actions</param> public GameNPC(CharacterNPC character, Game.GameLogic logic, string fsmName, Vector3 position, string actionDefinition) { this.ai = logic.Ai; this.logic = logic; this.character = character; this.position = position; this.fsmName = fsmName; this.actionDefinition = actionDefinition; this.direction = new Vector3(1, 0, 0); JoinToGraphic(character); logic.Ai.AddPlayer(character, position, this, fsmName, actionDefinition); }
public Fireball(String name, Device device, Vector3 position, Vector3 direction, WiccanRede.AI.ActionInfo infoAction, Game.GameLogic logic) : base(null, Matrix.Translation(position), null) { base.SetType(WiccanRede.Graphics.Scene.LightType.Point); this.actionInfo = infoAction; this.logic = logic; this.direction = Vector3.Normalize(direction) * 600f; this.position = position; this.name = name; if (fireballTexture == null) { fireballTexture = TextureLoader.FromFile(device, @"Resources/Textures/Fire.dds"); } objects = Graphics.GraphicCore.GetCurrentSceneManager().GetObjectsOfType(Type.GetType("WiccanRede.Objects.Player"), false); fireParticle = new FireBallParticleSystem(device, fireballTexture); }
public Extractor(Game.GameLogic game) { this.game = game; }