private Tile CreateEnemy(Vector3 position) { PathMoveTile enemy = (PathMoveTile)drawnActors["EnemyTile"]; enemy = enemy.Clone() as PathMoveTile; enemy?.InitializeCollision(position, 0.7f); if (enemy != null) { enemy.ID += id++; } objectManager.Add(enemy); return(enemy); }
private Tile CreateDoorTile(Vector3 position) { PathMoveTile doorTile = (PathMoveTile)drawnActors["DoorTile"]; doorTile = doorTile.Clone() as PathMoveTile; doorTile?.InitializeCollision(position, 0.9f); if (doorTile != null) { doorTile.ID += id++; } objectManager.Add(doorTile); return(doorTile); }
private void SetPaths(LevelData data, Tile[,,] grid) { foreach (Vector3 pathTileKey in data.movingTilePaths.Keys) { PathMoveTile moveTile = grid[(int)pathTileKey.X, (int)pathTileKey.Y, (int)data.gridSize.Z - 1 - (int)pathTileKey.Z] as PathMoveTile; foreach (Vector3 pathPoint in data.movingTilePaths[pathTileKey].Select(tilePath => new Vector3(tilePath.X, tilePath.Y, data.gridSize.Z - 1 - tilePath.Z))) { moveTile?.Path.Add(pathPoint); } if (moveTile?.Path.Count > 0) { } } }
/// <summary> /// Our Slave objects that we will later clone are all made here. Like "templates" of objects. (Like Prefabs in Unity) /// </summary> private void InitStaticModels() { /* * Some initialization */ Color coffeeColor = new Color(111 / 255.0f, 78 / 255.0f, 55 / 255.0f, 0.95f); CoffeeEffectParameters coffeeEffect = new CoffeeEffectParameters(main.Effects["Coffee"], main.Textures["CoffeeUV"], main.Textures["CoffeeFlow"], coffeeColor); Transform3D transform3D = new Transform3D(Vector3.Zero, -Vector3.Forward, Vector3.Up); NormalEffectParameters normalEffectParameters = new NormalEffectParameters(main.Effects["Normal"], main.Textures["Chocolate"], main.Textures["big-normalmap"], main.Textures["big-displacement"], Color.White, 1, light); /* * Here we make the static Tiles. */ #region StaticTiles //Create the Basic Tile Tile chocolateTile = new Tile("ChocolateTile", ActorType.Primitive, StatusType.Drawn | StatusType.Update, transform3D, normalEffectParameters, main.Models["Cube"], true, ETileType.Static); //Create the Plate Stacks BasicEffectParameters effectParameters = new BasicEffectParameters(main.ModelEffect, main.Textures["Ceramic"], Color.White, 1); Tile plateStackTile = new Tile("plateStackTile", ActorType.Primitive, StatusType.Drawn | StatusType.Update, transform3D, effectParameters, main.Models["PlateStack"], true, ETileType.Static); //Create the Fork Model effectParameters = new BasicEffectParameters(main.ModelEffect, main.Textures["Finish"], Color.White, 1); OurModelObject forkModelObject = new OurModelObject("fork", ActorType.Decorator, StatusType.Drawn | StatusType.Update, transform3D, effectParameters, main.Models["Fork"]); //forkModelObject.ControllerList.Add(new RandomRotatorController("rotator", ControllerType.Curve)); //Create the Knife Model effectParameters = new BasicEffectParameters(main.ModelEffect, main.Textures["Knife"], Color.White, 1); OurModelObject knifeModelObject = new OurModelObject("knife", ActorType.Decorator, StatusType.Drawn | StatusType.Update, transform3D, effectParameters, main.Models["Knife"]); //knifeModelObject.ControllerList.Add(new RandomRotatorController("rotator", ControllerType.Curve)); //Create the Single Plate Model effectParameters = new BasicEffectParameters(main.ModelEffect, main.Textures["Finish"], Color.White, 1); OurModelObject singlePlateModelObject = new OurModelObject("singlePlate", ActorType.Decorator, StatusType.Drawn | StatusType.Update, transform3D, effectParameters, main.Models["SinglePlate"]); //singlePlateModelObject.ControllerList.Add(new RandomRotatorController("rotator", ControllerType.Curve)); #endregion StaticTiles /* * Here we create the Tiles that interact with you on collision. */ #region InteractableTiles //Create Button Tile effectParameters = new BasicEffectParameters(main.ModelEffect, main.Textures["Button"], Color.White, 1); ActivatableTile activatable = new ActivatableTile("Button", ActorType.Primitive, StatusType.Drawn | StatusType.Update, transform3D, effectParameters, main.Models["Button"], false, ETileType.Button); activatable.ControllerList.Add(new ColliderComponent("ButtonCC", ControllerType.Collider, OnActivatableCollisionEnter)); //Create the Puddle (We call them spikes because they kill the player on collision) coffeeEffect = (CoffeeEffectParameters)coffeeEffect.Clone(); coffeeEffect.UvTilesTexture = main.Textures["DropUV"]; coffeeEffect.CoffeeColor = new Color(new Color(239, 228, 176), 255); Tile spike = new Tile("Spike", ActorType.Primitive, StatusType.Drawn | StatusType.Update, transform3D, coffeeEffect, main.Models["Puddle"], false, ETileType.Spike); spike.ControllerList.Add(new ColliderComponent("CC", ControllerType.Collider, OnHostileCollision)); //Create the Mug Pickups effectParameters = new BasicEffectParameters(main.ModelEffect, main.Textures["Mug"], Color.White, 1); Tile pickup = new Tile("Mug", ActorType.Primitive, StatusType.Drawn | StatusType.Update, transform3D, effectParameters, main.Models["Mug"], false, ETileType.Star); pickup.ControllerList.Add(new PlayerDeathComponent("PDC", ControllerType.Event)); pickup.ControllerList.Add(new ColliderComponent("CC", ControllerType.Collider, OnCollectibleCollision)); //Create the Goal Tile effectParameters = new BasicEffectParameters(main.ModelEffect, main.Textures["sugarbox"], Color.White, 1); Tile goal = new Tile("Goal", ActorType.Primitive, StatusType.Drawn | StatusType.Update, transform3D, effectParameters, main.Models["SugarBox"], false, ETileType.Win); goal.ControllerList.Add(new ColliderComponent("CCG", ControllerType.Collider, OnGoalCollided)); //Create the Checkpoint Tile effectParameters = new BasicEffectParameters(main.ModelEffect, main.Textures["WhiteSquare"], Color.White, 1); Tile checkpoint = new Tile("Checkpoint", ActorType.Primitive, StatusType.Drawn | StatusType.Update, transform3D, effectParameters, main.Models["Smarties"], false, ETileType.Checkpoint); checkpoint.ControllerList.Add(new ColliderComponent("CC", ControllerType.Collider, OnCheckPointCollision)); #endregion /* * Here we create the Tiles that can Move */ #region MovableTiles //Create the Attachable Tiles effectParameters = new BasicEffectParameters(main.ModelEffect, main.Textures["SugarB"], Color.White, 1); AttachableTile attachableTile = new AttachableTile("AttachableTile", ActorType.Primitive, StatusType.Drawn | StatusType.Update, transform3D, effectParameters, main.Models["Cube"], ETileType.Attachable); attachableTile.ControllerList.Add(new TileMovementComponent("AttachableTileMC", ControllerType.Movement, 300)); attachableTile.ControllerList.Add(new PlayerDeathComponent("PDC", ControllerType.Event)); //Create the Player Tile effectParameters = new BasicEffectParameters(main.ModelEffect, main.Textures["SugarW"], Color.White, 1); PlayerTile playerTile = new PlayerTile("Player", ActorType.Player, StatusType.Drawn, transform3D, effectParameters, main.Models["Cube"], ETileType.Player); playerTile.ControllerList.Add(new PlayerController("PlayerPC", ControllerType.Player, main.KeyboardManager, main.CameraManager)); TileMovementComponent tileMovementComponent = new TileMovementComponent("PTMC", ControllerType.Movement, 300); playerTile.ControllerList.Add(tileMovementComponent); playerTile.ControllerList.Add(new PlayerMovementComponent("PlayerMC", ControllerType.Movement)); playerTile.ControllerList.Add(new PlayerDeathComponent("PDC", ControllerType.Event)); //Create the Enemy Tiles coffeeColor = new Color(coffeeColor, 255); coffeeEffect = new CoffeeEffectParameters(main.Effects["Coffee"], main.Textures["DropUV"], main.Textures["CoffeeFlow"], coffeeColor); PathMoveTile enemy = new PathMoveTile("Enemy", ActorType.NonPlayer, StatusType.Drawn | StatusType.Update, transform3D, coffeeEffect, main.Models["Drop"], false, ETileType.Enemy); enemy.ControllerList.Add(new EnemyMovementComponent("emc", ControllerType.Movement, ActivationType.AlwaysOn, 0.5f, Smoother.SmoothingMethod.Smooth)); enemy.ControllerList.Add(new ColliderComponent("CC", ControllerType.Collider, OnHostileCollision)); //Create the Moving Platform Tiles effectParameters = new BasicEffectParameters(main.ModelEffect, main.Textures["Biscuit"], Color.White, 1); MovingPlatformTile movingPlatform = new MovingPlatformTile("MovingPlatform", ActorType.Platform, StatusType.Drawn | StatusType.Update, transform3D, effectParameters, main.Models["Biscuit"], true, ETileType.MovingPlatform); movingPlatform.ControllerList.Add(new PathMovementComponent("platformpmc", ControllerType.Movement, ActivationType.Activated, 0.5f, Smoother.SmoothingMethod.Decelerate)); //Create the Doors Tiles effectParameters = new BasicEffectParameters(main.ModelEffect, main.Textures["Biscuit"], Color.White, 1); PathMoveTile doorTile = new PathMoveTile("Door Tile", ActorType.Platform, StatusType.Drawn | StatusType.Update, transform3D, effectParameters, main.Models["Cube"], true, ETileType.Door); doorTile.ControllerList.Add(new DoorMovementComponent("doorPMC", ControllerType.Movement, ActivationType.Activated, 0.5f, Smoother.SmoothingMethod.Accelerate)); #endregion MovableTiles //Now we add them all to our dictionary to later clone. drawnActors = new Dictionary <string, OurDrawnActor3D> { { "StaticTile", chocolateTile }, { "PlateStackTile", plateStackTile }, { "AttachableBlock", attachableTile }, { "PlayerBlock", playerTile }, { "GoalTile", goal }, { "EnemyTile", enemy }, { "ButtonTile", activatable }, { "MovingPlatformTile", movingPlatform }, { "DoorTile", doorTile }, { "SpikeTile", spike }, { "StarPickupTile", pickup }, { "CheckpointTile", checkpoint }, { "Knife", knifeModelObject }, { "Fork", forkModelObject }, { "SinglePlate", singlePlateModelObject }, { "Coffee", coffee } }; }