コード例 #1
0
ファイル: Onsoku.cs プロジェクト: Milliath/WeaponOut
 public override void HoldItem(Player player)
 {
     // Reset style to swing when neutral
     if (player.itemAnimation == 0)
     {
         item.useStyle = 1;
     }
     if (player.itemTime > 0)
     {
         if (player.itemTime == 1)
         {
             PlayerFX.ItemFlashFX(player, 175);
         }
         if (player.velocity.Y == 0)
         {
             for (int i = 0; i < 3; i++) // 3 extra recharge speed
             {
                 if (player.itemTime > 0)
                 {
                     player.itemTime--;
                 }
                 if (player.itemTime == 1)
                 {
                     PlayerFX.ItemFlashFX(player, 175);
                 }
             }
         }
     }
 }
コード例 #2
0
ファイル: ModSabres.cs プロジェクト: heloman1/WeaponOut
        /// <summary>
        /// Charge item time faster when not moving, or grounded (or both!)
        /// Also handles the item.useStyle to allow for custom animation
        /// </summary>
        /// <param name="slashDelay">Delay before slash appears, as a ratio (default 0.9f) of the total attack time (1f - no delay to 0f - start at the end)</param>
        /// <param name="ai1">Set ai1, usually the direction of the slash, or power attack. </param>
        /// <param name="customCharge">Custom function call replacing normal charge effect, using player.itemTime; </param>
        /// <returns>True on the frame of a charged attack</returns>
        public static bool HoldItemManager(Player player, Item item, int slashProjectileID, Color chargeColour = default(Color), float slashDelay = 0.9f, float ai1 = 1f, Action <Player, bool> customCharge = null, int delaySpeed = 4)
        {
            bool charged = false;

            // Attacking
            if (player.itemAnimation > 0)
            {
                // JUST attacked
                bool onAttackFrame = player.itemAnimation == player.itemAnimationMax - 1;
                if (WeaponOut.modOverhaul != null)
                {
                    onAttackFrame = player.itemAnimation == player.itemAnimationMax - 2;
                }

                if (onAttackFrame)
                {
                    if (ai1 == 1f || ai1 == -1f)
                    {
                        // Use isBeingGrabbed for alternating swings
                        ai1 = item.isBeingGrabbed ? 1f : -1f;
                        item.isBeingGrabbed = !item.isBeingGrabbed;
                    }
                    else if (ai1 == 0)
                    {
                        // Used to identify a charged attack
                        item.beingGrabbed = true;
                        charged           = true;
                    }

                    if (Main.myPlayer == player.whoAmI)
                    {
                        // First frame of attack
                        Vector2 mouse = new Vector2(Main.screenPosition.X + Main.mouseX, Main.screenPosition.Y + Main.mouseY);
                        SetAttackRotation(player);
                        Vector2 velocity = (mouse - player.MountedCenter).SafeNormalize(new Vector2(player.direction, 0));
                        int     p        = Projectile.NewProjectile(
                            player.MountedCenter,
                            velocity,
                            slashProjectileID,
                            (int)(item.damage * player.meleeDamage),
                            item.scale,
                            player.whoAmI,
                            (int)(player.itemAnimationMax * slashDelay - player.itemAnimationMax), ai1);
                    }

                    // Set item time anyway, if not shoot, also make next slash upwards
                    if (item.shoot <= 0 && player.itemTime == 0)
                    {
                        player.itemTime = item.useTime; item.isBeingGrabbed = false;
                    }
                }

                item.useStyle = 0;
            }
            else
            {
                item.useStyle     = 1;
                item.beingGrabbed = false;
            }

            // when counting down
            if (player.itemTime > 0)
            {
                // internalChargeTicker hangs the item time until past the delaySpeed
                // in which case it allows the itemTime to be reduced on that frame.

                // If not moving much, boost item charge speed
                //int delaySpeed = 4; // default, item charged 1 1 / 3 speed

                // If grounded, half the dleay speed
                if (player.velocity.Y == 0)
                {
                    delaySpeed /= 2;
                }

                // cap
                delaySpeed = Math.Max(delaySpeed, 1);

                // Reset if swinging
                if (player.itemAnimation > 0)
                {
                    player.itemTime = Math.Max(player.itemTime, item.useTime);
                }
                else if (Main.myPlayer == player.whoAmI)
                {
                    if (customCharge != null)
                    {
                        customCharge(player, false);
                    }
                    else
                    {
                        for (int i = 0; i < 3; i++)
                        {
                            // Charging dust
                            Vector2 vector = new Vector2(
                                Main.rand.Next(-2048, 2048) * (0.003f * player.itemTime) - 4,
                                Main.rand.Next(-2048, 2048) * (0.003f * player.itemTime) - 4);
                            Dust d = Main.dust[Dust.NewDust(
                                                   player.MountedCenter + vector, 1, 1,
                                                   45, 0, 0, 255,
                                                   chargeColour, 1.5f)];
                            d.velocity  = -vector / 16;
                            d.velocity -= player.velocity / 8;
                            d.noLight   = true;
                            d.noGravity = true;
                        }
                    }
                }

                // allow item time when past "limit"

                if (internalChargeTicker >= delaySpeed)
                {
                    internalChargeTicker = 0;
                }

                // delay item time unless at 0
                if (internalChargeTicker > 0)
                {
                    player.itemTime++;
                }
                internalChargeTicker++;

                // flash and correct
                if (player.itemTime <= 1)
                {
                    player.itemTime = 1;
                    if (customCharge != null)
                    {
                        customCharge(player, true);
                    }
                    else
                    {
                        PlayerFX.ItemFlashFX(player, 45, new PlayerFX.SoundData(25)
                        {
                            volumeScale = 0.5f
                        });
                    }
                }
            }

            // HACK: allows the player to swing the sword when held on the mouse
            if (Main.mouseItem.type == item.type)
            {
                if (player.controlUseItem && player.itemAnimation == 0 && player.itemTime == 0 && player.releaseUseItem)
                {
                    player.itemAnimation = 1;
                }
            }

            return(charged);
        }