コード例 #1
0
        public static void LoadAttack(XElement element, string parentDebugName, bool triggerOnce, List <Attack> attacks)
        {
            var attack = new Attack(element, parentDebugName);

            if (!triggerOnce)
            {
                var multipliedAfflictions = attack.GetMultipliedAfflictions((float)Timing.Step);
                attack.Afflictions.Clear();
                foreach (Affliction affliction in multipliedAfflictions)
                {
                    attack.Afflictions.Add(affliction, null);
                }
            }
            attacks.Add(attack);
        }
コード例 #2
0
        public LevelTrigger(XElement element, Vector2 position, float rotation, float scale = 1.0f, string parentDebugName = "")
        {
            TriggererPosition = new Dictionary <Entity, Vector2>();

            worldPosition = position;
            if (element.Attributes("radius").Any() || element.Attributes("width").Any() || element.Attributes("height").Any())
            {
                physicsBody = new PhysicsBody(element, scale)
                {
                    CollisionCategories = Physics.CollisionLevel,
                    CollidesWith        = Physics.CollisionCharacter | Physics.CollisionItem | Physics.CollisionProjectile | Physics.CollisionWall
                };
                physicsBody.FarseerBody.OnCollision  += PhysicsBody_OnCollision;
                physicsBody.FarseerBody.OnSeparation += PhysicsBody_OnSeparation;
                physicsBody.FarseerBody.IsSensor      = true;
                physicsBody.FarseerBody.IsStatic      = true;
                physicsBody.FarseerBody.IsKinematic   = true;

                ColliderRadius = ConvertUnits.ToDisplayUnits(Math.Max(Math.Max(PhysicsBody.radius, PhysicsBody.width / 2.0f), PhysicsBody.height / 2.0f));

                physicsBody.SetTransform(ConvertUnits.ToSimUnits(position), rotation);
            }

            cameraShake = element.GetAttributeFloat("camerashake", 0.0f);

            stayTriggeredDelay       = element.GetAttributeFloat("staytriggereddelay", 0.0f);
            randomTriggerInterval    = element.GetAttributeFloat("randomtriggerinterval", 0.0f);
            randomTriggerProbability = element.GetAttributeFloat("randomtriggerprobability", 0.0f);

            UseNetworkSyncing = element.GetAttributeBool("networksyncing", false);

            unrotatedForce =
                element.Attribute("force") != null && element.Attribute("force").Value.Contains(',') ?
                element.GetAttributeVector2("force", Vector2.Zero) :
                new Vector2(element.GetAttributeFloat("force", 0.0f), 0.0f);

            ForceFluctuationInterval = element.GetAttributeFloat("forcefluctuationinterval", 0.01f);
            ForceFluctuationStrength = Math.Max(element.GetAttributeFloat("forcefluctuationstrength", 0.0f), 0.0f);
            ForceFalloff             = element.GetAttributeBool("forcefalloff", true);

            ForceVelocityLimit = ConvertUnits.ToSimUnits(element.GetAttributeFloat("forcevelocitylimit", float.MaxValue));
            string forceModeStr = element.GetAttributeString("forcemode", "Force");

            if (!Enum.TryParse(forceModeStr, out forceMode))
            {
                DebugConsole.ThrowError("Error in LevelTrigger config: \"" + forceModeStr + "\" is not a valid force mode.");
            }
            CalculateDirectionalForce();

            string triggeredByStr = element.GetAttributeString("triggeredby", "Character");

            if (!Enum.TryParse(triggeredByStr, out triggeredBy))
            {
                DebugConsole.ThrowError("Error in LevelTrigger config: \"" + triggeredByStr + "\" is not a valid triggerer type.");
            }
            UpdateCollisionCategories();
            triggerOthersDistance = element.GetAttributeFloat("triggerothersdistance", 0.0f);

            var tagsArray = element.GetAttributeStringArray("tags", new string[0]);

            foreach (string tag in tagsArray)
            {
                tags.Add(tag.ToLower());
            }

            if (triggeredBy.HasFlag(TriggererType.OtherTrigger))
            {
                var otherTagsArray = element.GetAttributeStringArray("allowedothertriggertags", new string[0]);
                foreach (string tag in otherTagsArray)
                {
                    allowedOtherTriggerTags.Add(tag.ToLower());
                }
            }

            foreach (XElement subElement in element.Elements())
            {
                switch (subElement.Name.ToString().ToLowerInvariant())
                {
                case "statuseffect":
                    statusEffects.Add(StatusEffect.Load(subElement, string.IsNullOrEmpty(parentDebugName) ? "LevelTrigger" : "LevelTrigger in " + parentDebugName));
                    break;

                case "attack":
                case "damage":
                    var attack = new Attack(subElement, string.IsNullOrEmpty(parentDebugName) ? "LevelTrigger" : "LevelTrigger in " + parentDebugName);
                    var multipliedAfflictions = attack.GetMultipliedAfflictions((float)Timing.Step);
                    attack.Afflictions.Clear();
                    foreach (Affliction affliction in multipliedAfflictions)
                    {
                        attack.Afflictions.Add(affliction, null);
                    }
                    attacks.Add(attack);
                    break;
                }
            }

            forceFluctuationTimer = Rand.Range(0.0f, ForceFluctuationInterval);
            randomTriggerTimer    = Rand.Range(0.0f, randomTriggerInterval);
        }