コード例 #1
0
ファイル: BlackHolesHost.cs プロジェクト: conankzhang/fez
        private void CreateHoles()
        {
            bool flag = Enumerable.Contains <string>((IEnumerable <string>)BlackHolesHost.AlwaysEnabledLevels, this.LevelManager.Name) || !this.GameState.SaveData.ThisLevel.FirstVisit && !this.GameState.IsTrialMode && RandomHelper.Probability((double)Math.Min(this.GameState.SaveData.CubeShards + this.GameState.SaveData.SecretCubes, 32) / 64.0);

            foreach (Volume volume in Enumerable.Where <Volume>((IEnumerable <Volume>) this.LevelManager.Volumes.Values, (Func <Volume, bool>)(x =>
            {
                if (x.ActorSettings != null)
                {
                    return(x.ActorSettings.IsBlackHole);
                }
                else
                {
                    return(false);
                }
            })))
            {
                BlackHolesHost.HoleState holeState = new BlackHolesHost.HoleState(volume, this);
                holeState.Build();
                holeState.Enabled = flag;
                if (holeState.Enabled)
                {
                    holeState.Emitter = SoundEffectExtensions.EmitAt(this.buzz, holeState.Center, true, 0.0f, 0.0f);
                    holeState.Visible = true;
                }
                this.holes.Add(holeState);
            }
            this.InstanceData = new Matrix[this.holes.Count];
            for (int index = 0; index < this.InstanceData.Length; ++index)
            {
                this.InstanceData[index] = new Matrix(0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1f, 1f, 0.0f, 0.0f);
            }
            this.HolesBodyMesh.Collapse <VertexPositionInstance>();
            this.HolesFringeMesh.Collapse <VertexPositionTextureInstance>();
        }
コード例 #2
0
ファイル: BlackHolesHost.cs プロジェクト: Zeludon/FEZ
 public override void Update(GameTime gameTime)
 {
   if (this.GameState.Loading || this.GameState.Paused || (this.GameState.InMenuCube || this.GameState.InMap) || (!FezMath.IsOrthographic(this.CameraManager.Viewpoint) || this.CameraManager.ProjectionTransition))
     return;
   Vector3 vector3_1 = FezMath.RightVector(this.CameraManager.Viewpoint) * (float) FezMath.Sign(this.PlayerManager.LookingDirection);
   if (this.PlayerManager.Action != ActionType.SuckedIn && this.currentHole != null)
   {
     this.currentHole.Sucking = false;
     this.currentHole = (BlackHolesHost.HoleState) null;
   }
   if (this.PlayerManager.Action == ActionType.SuckedIn && this.currentHole == null)
   {
     foreach (BlackHolesHost.HoleState holeState in this.holes)
     {
       if (holeState.Volume.ActorSettings.IsBlackHole && holeState.Volume.ActorSettings.Sucking)
       {
         this.PlayerManager.Velocity = Vector3.Zero;
         holeState.Volume.ActorSettings.Sucking = false;
         holeState.Sucking = true;
         this.currentHole = holeState;
         break;
       }
     }
   }
   if (this.currentHole != null)
   {
     Vector3 vector3_2 = -FezMath.ForwardVector(this.CameraManager.Viewpoint);
     this.PlayerManager.Position = Vector3.Lerp(this.PlayerManager.Position, this.currentHole.Center + -0.25f * Vector3.UnitY + 0.375f * vector3_1 + (this.currentHole.Size + new Vector3(0.6f)) * vector3_2, 0.025f);
   }
   foreach (BlackHolesHost.HoleState holeState in this.holes)
   {
     if (holeState.Visible && holeState.Enabled)
     {
       if (!this.GameState.SaveData.OneTimeTutorials.ContainsKey("DOT_BLACKHOLE_A") && !this.GameState.FarawaySettings.InTransition && (!this.PlayerManager.InDoorTransition && ActionTypeExtensions.AllowsLookingDirectionChange(this.PlayerManager.Action)) && (this.SpeechBubble.Hidden && !ActionTypeExtensions.DisallowsRespawn(this.PlayerManager.Action) && (this.CameraManager.ViewTransitionReached && this.PlayerManager.CarriedInstance == null)))
       {
         this.DotSpeak();
         this.GameState.SaveData.OneTimeTutorials.Add("DOT_BLACKHOLE_A", true);
       }
       holeState.SinceEnabled += (float) (gameTime.ElapsedGameTime.TotalSeconds * 0.5);
       bool flag1 = (holeState.Sucking ? 0.2 : gameTime.ElapsedGameTime.TotalSeconds * 0.5) > this.random.NextDouble();
       if (flag1 && (double) holeState.SinceEnabled > 1.0)
       {
         SoundEffectExtensions.EmitAt(this.glitches[this.random.Next(this.glitches.Length)], holeState.Center, false, (float) (this.random.NextDouble() - 0.5) * 0.1f);
         bool flag2 = 0.5 > this.random.NextDouble();
         bool flag3 = 0.5 > this.random.NextDouble();
         holeState.SetTextureTransform(new Vector2(flag2 ? 1f : 0.0f, flag3 ? 1f : 0.0f), new Vector2(flag2 ? -1f : 1f, flag3 ? -1f : 1f));
       }
       float num1 = (float) this.random.NextDouble() * 16f;
       float num2 = (float) (3.0 / 32.0 * (flag1 ? (double) num1 : 1.0) * 2.0);
       for (int index = 0; index < 3; ++index)
       {
         holeState.Offsets[index].X = (float) (this.random.NextDouble() - 0.5) * num2;
         holeState.Offsets[index].Y = (float) (this.random.NextDouble() - 0.5) * num2;
         holeState.Offsets[index].Z = (float) (this.random.NextDouble() - 0.5) * num2;
       }
     }
   }
 }
コード例 #3
0
ファイル: BlackHolesHost.cs プロジェクト: Zeludon/FEZ
 private void CreateHoles()
 {
   bool flag = Enumerable.Contains<string>((IEnumerable<string>) BlackHolesHost.AlwaysEnabledLevels, this.LevelManager.Name) || !this.GameState.SaveData.ThisLevel.FirstVisit && !this.GameState.IsTrialMode && RandomHelper.Probability((double) Math.Min(this.GameState.SaveData.CubeShards + this.GameState.SaveData.SecretCubes, 32) / 64.0);
   foreach (Volume volume in Enumerable.Where<Volume>((IEnumerable<Volume>) this.LevelManager.Volumes.Values, (Func<Volume, bool>) (x =>
   {
     if (x.ActorSettings != null)
       return x.ActorSettings.IsBlackHole;
     else
       return false;
   })))
   {
     BlackHolesHost.HoleState holeState = new BlackHolesHost.HoleState(volume, this);
     holeState.Build();
     holeState.Enabled = flag;
     if (holeState.Enabled)
     {
       holeState.Emitter = SoundEffectExtensions.EmitAt(this.buzz, holeState.Center, true, 0.0f, 0.0f);
       holeState.Visible = true;
     }
     this.holes.Add(holeState);
   }
   this.InstanceData = new Matrix[this.holes.Count];
   for (int index = 0; index < this.InstanceData.Length; ++index)
     this.InstanceData[index] = new Matrix(0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1f, 1f, 0.0f, 0.0f);
   this.HolesBodyMesh.Collapse<VertexPositionInstance>();
   this.HolesFringeMesh.Collapse<VertexPositionTextureInstance>();
 }
コード例 #4
0
ファイル: BlackHolesHost.cs プロジェクト: conankzhang/fez
        public override void Update(GameTime gameTime)
        {
            if (this.GameState.Loading || this.GameState.Paused || (this.GameState.InMenuCube || this.GameState.InMap) || (!FezMath.IsOrthographic(this.CameraManager.Viewpoint) || this.CameraManager.ProjectionTransition))
            {
                return;
            }
            Vector3 vector3_1 = FezMath.RightVector(this.CameraManager.Viewpoint) * (float)FezMath.Sign(this.PlayerManager.LookingDirection);

            if (this.PlayerManager.Action != ActionType.SuckedIn && this.currentHole != null)
            {
                this.currentHole.Sucking = false;
                this.currentHole         = (BlackHolesHost.HoleState)null;
            }
            if (this.PlayerManager.Action == ActionType.SuckedIn && this.currentHole == null)
            {
                foreach (BlackHolesHost.HoleState holeState in this.holes)
                {
                    if (holeState.Volume.ActorSettings.IsBlackHole && holeState.Volume.ActorSettings.Sucking)
                    {
                        this.PlayerManager.Velocity            = Vector3.Zero;
                        holeState.Volume.ActorSettings.Sucking = false;
                        holeState.Sucking = true;
                        this.currentHole  = holeState;
                        break;
                    }
                }
            }
            if (this.currentHole != null)
            {
                Vector3 vector3_2 = -FezMath.ForwardVector(this.CameraManager.Viewpoint);
                this.PlayerManager.Position = Vector3.Lerp(this.PlayerManager.Position, this.currentHole.Center + -0.25f * Vector3.UnitY + 0.375f * vector3_1 + (this.currentHole.Size + new Vector3(0.6f)) * vector3_2, 0.025f);
            }
            foreach (BlackHolesHost.HoleState holeState in this.holes)
            {
                if (holeState.Visible && holeState.Enabled)
                {
                    if (!this.GameState.SaveData.OneTimeTutorials.ContainsKey("DOT_BLACKHOLE_A") && !this.GameState.FarawaySettings.InTransition && (!this.PlayerManager.InDoorTransition && ActionTypeExtensions.AllowsLookingDirectionChange(this.PlayerManager.Action)) && (this.SpeechBubble.Hidden && !ActionTypeExtensions.DisallowsRespawn(this.PlayerManager.Action) && (this.CameraManager.ViewTransitionReached && this.PlayerManager.CarriedInstance == null)))
                    {
                        this.DotSpeak();
                        this.GameState.SaveData.OneTimeTutorials.Add("DOT_BLACKHOLE_A", true);
                    }
                    holeState.SinceEnabled += (float)(gameTime.ElapsedGameTime.TotalSeconds * 0.5);
                    bool flag1 = (holeState.Sucking ? 0.2 : gameTime.ElapsedGameTime.TotalSeconds * 0.5) > this.random.NextDouble();
                    if (flag1 && (double)holeState.SinceEnabled > 1.0)
                    {
                        SoundEffectExtensions.EmitAt(this.glitches[this.random.Next(this.glitches.Length)], holeState.Center, false, (float)(this.random.NextDouble() - 0.5) * 0.1f);
                        bool flag2 = 0.5 > this.random.NextDouble();
                        bool flag3 = 0.5 > this.random.NextDouble();
                        holeState.SetTextureTransform(new Vector2(flag2 ? 1f : 0.0f, flag3 ? 1f : 0.0f), new Vector2(flag2 ? -1f : 1f, flag3 ? -1f : 1f));
                    }
                    float num1 = (float)this.random.NextDouble() * 16f;
                    float num2 = (float)(3.0 / 32.0 * (flag1 ? (double)num1 : 1.0) * 2.0);
                    for (int index = 0; index < 3; ++index)
                    {
                        holeState.Offsets[index].X = (float)(this.random.NextDouble() - 0.5) * num2;
                        holeState.Offsets[index].Y = (float)(this.random.NextDouble() - 0.5) * num2;
                        holeState.Offsets[index].Z = (float)(this.random.NextDouble() - 0.5) * num2;
                    }
                }
            }
        }