コード例 #1
0
ファイル: RBall.cs プロジェクト: yuri410/lrvbsvnicg
        /// <summary>
        ///  Called when the ball has arrived a different city than its previous one.
        ///  Changes the state to Free, making the ball back to their stand by position.
        /// </summary>
        public void Free(City city)
        {
            gatheredParent = null;

            SetDockCity(city);

            Vector3    targetPos;
            Quaternion dockOri;

            CalculateRoundTransform(currentRadius, false, out targetPos, out dockOri);
            NewMove(targetPos);

            ChangeState(RBallState.Free);

            enemyCheckTime = EnemyCheckTime;
        }
コード例 #2
0
ファイル: RBall.cs プロジェクト: yuri410/lrvbsvnicg
 public void Gather(RGatheredBall ball, Vector3 endGatherPosition, Quaternion endGatherOrient)
 {
     gatheredParent = ball;
     NewMove(endGatherPosition);
     ChangeState(RBallState.Gathering);
 }
コード例 #3
0
ファイル: BattleField.cs プロジェクト: yuri410/lrvbsvnicg
 public RGatheredBall CreateRGatherBall(List<RBall> balls, City dockCity, List<City> result) 
 {
     RGatheredBall ball = new RGatheredBall(balls, dockCity, result);
     gatherBalls.Add(ball);
     return ball;
 }
コード例 #4
0
ファイル: RBall.cs プロジェクト: yuri410/lrvbsvnicg
        /// <summary>
        ///  Called when the ball has arrived a different city than its previous one.
        ///  Changes the state to Free, making the ball back to their stand by position.
        /// </summary>
        public void Free(City city)
        {
            gatheredParent = null;

            SetDockCity(city);

            Vector3 targetPos;
            Quaternion dockOri;
            CalculateRoundTransform(currentRadius, false, out targetPos, out dockOri);
            NewMove(targetPos);

            ChangeState(RBallState.Free);

            enemyCheckTime = EnemyCheckTime;
        }
コード例 #5
0
ファイル: RBall.cs プロジェクト: yuri410/lrvbsvnicg
 public void Gather(RGatheredBall ball, Vector3 endGatherPosition, Quaternion endGatherOrient)
 {
     gatheredParent = ball;
     NewMove(endGatherPosition);
     ChangeState(RBallState.Gathering);
 }
コード例 #6
0
ファイル: City.cs プロジェクト: yuri410/lrvbsvnicg
        private void UpdateState(GameTime time)
        {
            float dt = time.ElapsedGameTimeSeconds;

            smoke.EmitEnabled = false;
            switch (currentState)
            {
                case CityState.Rotate:

                    remainingRotationTime -= dt;
                    if (remainingRotationTime < 0)
                    {
                        switch (rotationPurpose)
                        {
                            case CityRotationPurpose.Throw:
                                ThrowNow();
                                break;
                            case CityRotationPurpose.Receive:
                                ReceiveNow();
                                break;
                            case CityRotationPurpose.ThrowContinued:
                                ThrowNowContinued();
                                break;
                            case CityRotationPurpose.Fear:
                                ChangeState(CityState.Fear);
                                break;
                            default:
                                ChangeState(CityState.Stopped);
                                break;

                        }

                        rotationPurpose = CityRotationPurpose.None;
                    }
                    float progress = MathEx.Saturate(1 - remainingRotationTime / rotationTime);

                    currentFacing = Quaternion.Slerp(rotationSrc, rotationTarget, progress);

                    if (isVisible) stopped[currentForm].Update(time);
                    break;
                case CityState.PostCatch:
                    catchingRelease[currentForm].Update(time);
                    break;
                case CityState.Catch:
                    catching[currentForm].Update(time);
                    break;
                case CityState.Fear:
                    fear[currentForm].Update(time);
                    break;
                case CityState.Idle:
                    idle[currentForm].Update(time);
                    break;
                case CityState.Laugh:
                    laugh[currentForm].Update(time);
                    break;
                case CityState.Stopped:
                    //if (reThrowDelay > 0)
                    //{
                    //    reThrowDelay -= dt;
                    //    if (reThrowDelay < 0)
                    //    {
                    //        ThrowContinued(throwRgball.FollowingCity, throwRgball.GetRemainingPath(), throwRgball.Balls);
                    //    }
                    //}
                    // handle the requrest in the throw queue first, if any
                    if (throwQueue.Count > 0)
                    {
                        ThrowTask tt = throwQueue.Head();

                        Quaternion targetRot = GetOrientation(tt.throwPath[0].Position);

                        RotateTo(targetRot, 0.5f);
                        SetRotationPurpose(CityRotationPurpose.Throw);
                        break;
                    }

                    // then if any balls to pass on, if any and throwContCheckCD is ready
                    throwContCheckCD -= dt;
                    if (receivedRGBall.Count > 0 && throwContCheckCD < 0)
                    {
                        RGatheredBall rgb = receivedRGBall.Dequeue();

                        if (!rgb.IsPathFinished)
                        {
                            ThrowContinued(rgb.FollowingCity, rgb.GetRemainingPath(), rgb.Balls);
                            break;
                        }
                        throwContCheckCD = 0.5f;
                    }

                    smoke.EmitEnabled = true;

                    // to idle
                    if (nextIdleAnimationCD > 0)
                    {
                        nextIdleAnimationCD -= dt;
                    }
                    else
                    {
                        nextIdleAnimationCD = Randomizer.GetRandomSingle() * 3 + 2.5f;

                        bool goIdle = Randomizer.GetRandomBool();

                        if (goIdle)
                        {
                            ChangeState(CityState.Idle);
                        }
                        else
                        {
                            float rotTime = Randomizer.GetRandomSingle() * 0.5f + 0.5f;

                            float facingChange = Randomizer.GetRandomSingle() * MathEx.PIf - MathEx.PiOver2;
                            Quaternion nextFacing = currentFacing * Quaternion.RotationAxis(Vector3.UnitY, facingChange);

                            RotateTo(nextFacing, rotTime);
                        }

                    }
                    if (isVisible) stopped[currentForm].Update(time);
                    break;
                case CityState.Throw:

                    throwing[currentForm].Update(time);
                    break;
                case CityState.ThrowContinued:

                    throwing[currentForm].Update(time);
                    break;
                case CityState.WakeingUp:
                    wakeingUp[currentForm].Update(time);
                    break;
                case CityState.Sleeping:
                    if (isVisible) sleeping[currentForm].Update(time);
                    break;
                case CityState.WaitingGather:
                    if (throwRgball.CurrentState == RGatheredBall.State.WaitingThrow)
                    {
                        ChangeState(CityState.Throw);
                    }
                    else if (throwRgball.CurrentState == RGatheredBall.State.Finished)
                    {
                        ChangeState(CityState.Stopped);
                        throwRgball = null;
                    }
                    else
                    {
                        // check if the balls in the RGatheredBall is gone for some reason
                        // the city should turn back to normal to aviod dead lock
                        if (throwRgball.Balls.Count == 0)
                        {
                            ChangeState(CityState.Stopped);
                            throwRgball = null;
                        }
                        else 
                        {
                            bool passed = false;
                            for (int i = 0; i < throwRgball.Balls.Count; i++) 
                            {
                                if (!throwRgball.Balls[i].IsDied) 
                                {
                                    passed = true;
                                }
                            }
                            if (!passed)
                            {
                                ChangeState(CityState.Stopped);
                                throwRgball = null;
                            }
                        }
                    }
                    
                    throwingPrepare[currentForm].Update(time);
                    break;
            }

        }
コード例 #7
0
ファイル: City.cs プロジェクト: yuri410/lrvbsvnicg
        private void ChangeState(CityState state)
        {
            switch (state)
            {
                case CityState.Catch:
                    catching[currentForm].PlayAnimation();
                    break;
                case CityState.PostCatch:
                    catchingRelease[currentForm].PlayAnimation();
                    break;
                case CityState.Fear:
                    fear[currentForm].PlayAnimation();
                    PlayWord(WordType.Ouch);

                    if (fearSound[currentForm] != null)
                    {
                        fearSound[currentForm].Fire();
                    }
                    break;
                case CityState.Idle:
                    idle[currentForm].PlayAnimation();
                    break;
                case CityState.Laugh:

                    laugh[currentForm].PlayAnimation();

                    int t = Randomizer.GetRandomInt(3);
                    if (t == 0)
                        PlayWord(WordType.Woot);
                    else if (t == 1)
                        PlayWord(WordType.Yeah);
                    else
                        PlayWord(WordType.Haha);

                    if (laughSound[currentForm] != null)
                    {
                        laughSound[currentForm].Fire();
                    }
                    break;
                case CityState.Stopped:
                    stopped[currentForm].PlayAnimation();

                    if (currentState == CityState.WakeingUp)
                    {
                        wakeingUp[currentForm].PauseAnimation();
                    }
                    break;
                case CityState.Throw:
                    throwing[currentForm].PlayAnimation();
                    throwRgball.NotifyThrow();
                    throwRgball = null;
                    break;
                case CityState.WakeingUp:
                    wakeingUp[currentForm].PlayAnimation();

                    if (currentState == CityState.Sleeping)
                    {
                        sleeping[currentForm].PauseAnimation();
                    }
                    break;
                case CityState.Rotate:
                case CityState.Sleeping:
                    sleeping[currentForm].PlayAnimation();
                    break;
                case CityState.WaitingGather:
                    throwingPrepare[currentForm].PlayAnimation();
                    break;
            }
            currentState = state;
        }
コード例 #8
0
ファイル: City.cs プロジェクト: yuri410/lrvbsvnicg
        void ThrowNowContinued()
        {
            List<RBall> toThrow = new List<RBall>(ballsToThrowCont.Count);

            for (int i = 0; i < ballsToThrowCont.Count; i++)
            {
                if (ballsToThrowCont[i].Owner == Owner &&
                    ballsToThrowCont[i].DockCity == this &&
                    !ballsToThrowCont[i].IsDied)
                {
                    toThrow.Add(ballsToThrowCont[i]);
                }
            }
            if (toThrow.Count == 0) 
            {
                return;
            }
            throwRgball = battleField.CreateRGatherBall(toThrow, this, throwPathCont);
            throwPathCont = null;
            ChangeState(CityState.WaitingGather);
        }
コード例 #9
0
ファイル: City.cs プロジェクト: yuri410/lrvbsvnicg
        void ThrowNow()
        {
            ThrowTask task = throwQueue.Dequeue();
            if (task.throwPath == null)
            {
                throw new InvalidOperationException();
            }
            List<RBall> toThrow = new List<RBall>(nearbyBallList.Count);
            if (task.isTypedThrow)
            {
                if (task.isCountedThrow)
                {
                    for (int i = 0; i < nearbyBallList.Count && toThrow.Count < task.throwCount; i++)
                    {
                        if (CheckBallThrowable(nearbyBallList[i]) && nearbyBallList[i].Type == task.typeToThrow)
                        {
                            toThrow.Add(nearbyBallList[i]);
                        }
                    }
                }
                else
                {
                    for (int i = 0; i < nearbyBallList.Count; i++)
                    {
                        if (CheckBallThrowable(nearbyBallList[i]) && nearbyBallList[i].Type == task.typeToThrow)
                        {
                            toThrow.Add(nearbyBallList[i]);
                        }
                    }
                }
            }
            else
            {

                for (int i = 0; i < nearbyBallList.Count; i++)
                {
                    if (CheckBallThrowable(nearbyBallList[i]))
                    {
                        toThrow.Add(nearbyBallList[i]);
                    }
                }
            }

            if (toThrow.Count == 0)
            {
                return;
            }
            throwRgball = battleField.CreateRGatherBall(toThrow, this, task.throwPath);

            ChangeState(CityState.WaitingGather);
        }
コード例 #10
0
ファイル: City.cs プロジェクト: yuri410/lrvbsvnicg
        public void NotifyIncomingBall(RGatheredBall rgball)
        {
            bool flag = false;
            if (currentState == CityState.Rotate)
            {
                if (rotationPurpose != CityRotationPurpose.None)
                {
                    flag = true;
                }
            }

            bool flag2 = currentState == CityState.PostCatch || currentState == CityState.WaitingGather;


            if (currentState != CityState.Sleeping)
            {
                if (CanHandleCommand() && !flag && !flag2)
                {
                    if (rgball.SourceCity != null && rgball.SourceCity.Owner != Owner)
                    {
                        Quaternion targetRot = GetOrientation(rgball.Position);
                        RotateTo(targetRot, 0.5f);
                        SetRotationPurpose(CityRotationPurpose.Fear);
                    }
                    else
                    {
                        Quaternion targetRot = GetOrientation(rgball.Position);
                        RotateTo(targetRot, 0.5f);
                        SetRotationPurpose(CityRotationPurpose.Receive);
                        //this.throwRgball = rgball;
                        receivedRGBall.Enqueue(rgball);
                    }
                }
                else
                {
                    if (rgball.SourceCity != null && rgball.SourceCity.Owner == Owner)
                    {
                        receivedRGBall.Enqueue(rgball);
                    }
                }
            }

        }