コード例 #1
0
ファイル: Weapon.cs プロジェクト: MattVitelli/IslandAdventure
        public void OnFire(Vector3 muzzlePosition, Vector3 muzzleDir)
        {
            if (coolDownTimeRemaining <= 0)
            {
                //fpsModel.SetAnimationLayer("Pistol_Idle", 0.0f);
                fpsModel.GetAnimationLayer().AddAnimation("Pistol_Fire", true);
                //fpsModel.SetAnimationLayer("Pistol_Fire", 1.0f);
                coolDownTimeRemaining = ResourceManager.Inst.GetAnimation("Pistol_Fire").EndTime;
                float dist;
                CollisionSkin skin;
                Vector3 pos, normal;

                Segment seg = new Segment(muzzlePosition, muzzleDir * 50);

                scene.GetPhysicsEngine().CollisionSystem.SegmentIntersect(out dist, out skin, out pos, out normal, seg, ignorePred);
                if (skin != null)
                {
                    Decal decal = new Decal();
                    decal.SetMaterial("BulletMetal1");
                    decal.Normal = normal;
                    decal.Scale = new Vector2(0.25f, 0.25f);
                    Vector3 posNew = seg.Origin + seg.Delta * dist;
                    decal.Transformation.SetPosition(posNew);
                    decal.IsPersistent = false;
                    scene.AddEntity("bullet", decal);
                    ParticleEffect bulletEffect = ResourceManager.Inst.GetParticleEffect("BulletEffect");
                    ParticleEmitter collideEmitter = new ParticleEmitter(bulletEffect, 16);
                    collideEmitter.EmitOnce = true;
                    NormalTransform newTransform = new NormalTransform();
                    newTransform.ConformToNormal(normal);
                    newTransform.SetPosition(pos);
                    collideEmitter.Transformation = newTransform;
                    scene.AddEntity("bulletEmitter", collideEmitter);
                }
            }
        }
コード例 #2
0
ファイル: Weapon.cs プロジェクト: MattVitelli/Nosferatu
        public void OnUpdate()
        {
            fpsModel.OnUpdate();

            if (coolDownTimeRemaining > 0)
            {
                coolDownTimeRemaining -= Time.GameTime.ElapsedTime;
            }
            if (timeTilFire > 0)
                timeTilFire -= Time.GameTime.ElapsedTime;
            if (timeTilFire <= 0 && !hasFired)
            {
                hasFired = true;
                if(!datablock.IsMelee)
                    new Sound3D(datablock.GetSoundEffect((ammo > 0)?WeaponAnimations.Fire:WeaponAnimations.Empty), muzzlePos);
                if (ammo > 0 || datablock.IsMelee)
                {
                    ammo--;
                    float dist;
                    CollisionSkin skin;
                    Vector3 pos, normal;

                    Segment seg = new Segment(muzzlePos, muzzleDir * datablock.FireDistance);
                    Microsoft.Xna.Framework.Ray shootRay = new Microsoft.Xna.Framework.Ray(muzzlePos, muzzleDir);
                    bool anyActorHit = false;
                    scene.GetPhysicsEngine().CollisionSystem.SegmentIntersect(out dist, out skin, out pos, out normal, seg, ignorePred);
                    float segDist = (skin != null) ? Vector3.Distance(seg.Delta * dist, Vector3.Zero): float.PositiveInfinity;
                    for (int i = 0; i < scene.Actors.Count; i++)
                    {
                        Actor currActor = scene.Actors[i];
                        if (currActor != scene.MainPlayer)
                        {
                            float shootDist;
                            HitType hit = currActor.GetHit(shootRay, datablock.FireDistance, out shootDist);
                            if (hit != HitType.None)
                            {
                                if (skin == null || (shootDist <= segDist))
                                {
                                    currActor.ApplyDamage(datablock.Damage);
                                    ParticleEffect bloodEffect = ResourceManager.Inst.GetParticleEffect("BloodEffect");
                                    ParticleEmitter collideEmitter = new ParticleEmitter(bloodEffect, 16);
                                    collideEmitter.EmitOnce = true;
                                    NormalTransform newTransform = new NormalTransform();
                                    newTransform.ConformToNormal(-muzzleDir);
                                    newTransform.SetPosition(muzzlePos + muzzleDir*shootDist);
                                    collideEmitter.Transformation = newTransform;
                                    scene.AddEntity("bloodEmitter", collideEmitter);
                                    anyActorHit = true;
                                }
                            }
                        }
                    }
                    if (skin != null)
                    {
                        ParticleEffect bulletEffect = ResourceManager.Inst.GetParticleEffect("BulletEffect");
                        ParticleEmitter collideEmitter = new ParticleEmitter(bulletEffect, 16);
                        collideEmitter.EmitOnce = true;
                        NormalTransform newTransform = new NormalTransform();
                        newTransform.ConformToNormal(normal);
                        newTransform.SetPosition(pos);
                        collideEmitter.Transformation = newTransform;
                        scene.AddEntity("bulletEmitter", collideEmitter);
                    }
                    if(datablock.IsMelee)
                        new Sound3D(datablock.GetSoundEffect((anyActorHit) ? WeaponAnimations.SuccessHit : WeaponAnimations.Fire), muzzlePos);
                }
            }
        }
コード例 #3
0
ファイル: Scene.cs プロジェクト: MattVitelli/Nosferatu
        void CreateLandmarks()
        {
            plant = new PowerPlant(this);
            gasStation = new GasStation(this);

            CreateHangar();

            Model shack = new Model("Shack");
            (MainTerrain as TerrainVoxel).GetLandmarkTransform(MapLandmark.Docks, shack.Transformation, shack.GetMesh().GetBounds());
            AddEntity("Shack", shack);

            InteractObject key = new InteractObject(null, "Key");
            key.SetInteractNode(new PickupNode(key, PickupName.Key, "Key"));
            key.Transformation.SetPosition(shack.Transformation.GetPosition());
            key.Transformation.SetRotation(shack.Transformation.GetRotation());
            AddEntity("Key", key);

            SafeTrigger campTrigger = new SafeTrigger();
            campTrigger.Transformation.SetPosition(shack.Transformation.GetPosition());
            campTrigger.Transformation.SetScale(Vector3.One * 30);
            AddEntity("SafeTrigger", campTrigger);

            Model arena = new Model("Arena");
            (MainTerrain as TerrainVoxel).GetLandmarkTransform(MapLandmark.Meadow, arena.Transformation, arena.GetMesh().GetBounds());
            AddEntity("Arena", arena);

            Model windmill = new Model("Windmill");
            (MainTerrain as TerrainVoxel).GetLandmarkTransform(MapLandmark.Windmill, windmill.Transformation, windmill.GetMesh().GetBounds());
            AddEntity("Windmill", windmill);

            Model well = new Model("Well");
            (MainTerrain as TerrainVoxel).GetLandmarkTransform(MapLandmark.Well, well.Transformation, well.GetMesh().GetBounds());
            AddEntity("Well", well);

            Model tower = new Model("RadioTower");
            (MainTerrain as TerrainVoxel).GetLandmarkTransform(MapLandmark.RadioTower, tower.Transformation, tower.GetMesh().GetBounds());
            AddEntity("RadioTower", tower);

            CreateStartZone();

            BoundingBox sandBounds = MainTerrain.Transformation.GetBounds();
            sandBounds.Max.Y = 0;
            (MainTerrain as TerrainVoxel).SetUnavailableRegion(sandBounds);

            for (int i = 0; i < 50; i++)
            {
                Vector3 normalWeapon;
                Vector3 posWeapon;
                (MainTerrain as TerrainVoxel).GenerateRandomTransform(RandomHelper.RandomGen, out posWeapon, out normalWeapon);
                InteractObject weaponBox = new InteractObject(new WeaponBoxNode(this), "AmmoBox");
                NormalTransform transform = new NormalTransform();
                weaponBox.Transformation = transform;
                transform.ConformToNormal(normalWeapon);
                transform.SetPosition(posWeapon);
                AddEntity("WeaponBox", weaponBox);
            }

            sandBounds = MainTerrain.Transformation.GetBounds();
            sandBounds.Max.Y = 16;
            (MainTerrain as TerrainVoxel).SetUnavailableRegion(sandBounds);
        }