コード例 #1
0
ファイル: SkillSystem.cs プロジェクト: klutch/Loderpit
        // Perform healing blast
        public void performHealingBlastSkill(int entityId, HealingBlastSkill healingBlastSkill, Vector2 target)
        {
            FactionComponent factionComponent = EntityManager.getFactionComponent(entityId);
            PerformingSkillsComponent performingSkillsComponent = EntityManager.getPerformingSkillsComponent(entityId);
            ExecuteHealingBlastSkill executeSkill = null;
            List<Fixture> fixtures = SystemManager.physicsSystem.world.TestPointAll(target);

            foreach (Fixture fixture in fixtures)
            {
                int targetEntityId;
                FactionComponent targetFactionComponent;

                // Skip bodies without any userdata
                if (fixture.Body.UserData == null)
                {
                    continue;
                }

                targetEntityId = (int)fixture.Body.UserData;

                // Skip entities without a faction component
                if ((targetFactionComponent = EntityManager.getFactionComponent(targetEntityId)) == null)
                {
                    continue;
                }

                // Skip over hostile entities
                if (factionComponent.faction != targetFactionComponent.faction)
                {
                    continue;
                }

                // Create execute skill object
                executeSkill = new ExecuteHealingBlastSkill(
                    healingBlastSkill,
                    targetEntityId,
                    () =>
                    {
                        PositionComponent positionComponent = EntityManager.getPositionComponent(entityId);
                        PositionTargetComponent positionTargetComponent = EntityManager.getPositionTargetComponent(entityId);
                        float distance = Math.Abs(positionTargetComponent.position - positionComponent.position.X);

                        return distance <= positionTargetComponent.tolerance + SKILL_RANGE_TOLERANCE;
                    });

                EntityManager.addComponent(entityId, new PositionTargetComponent(entityId, fixture.Body, healingBlastSkill.range));
                break;
            }

            if (executeSkill != null)
            {
                performingSkillsComponent.executingSkills.Add(executeSkill);
            }
        }
コード例 #2
0
ファイル: SkillSystem.cs プロジェクト: klutch/Loderpit
        // Execute healing blast
        private void executeHealingBlast(int entityId, ExecuteHealingBlastSkill executeHealingBlast)
        {
            PerformingSkillsComponent performingSkillsComponent = EntityManager.getPerformingSkillsComponent(entityId);
            HealingBlastSkill healingBlastSkill = executeHealingBlast.skill as HealingBlastSkill;
            int targetId = executeHealingBlast.targetId;

            SystemManager.combatSystem.applySpellHeal(targetId, Roller.roll(healingBlastSkill.healDie));
            EntityManager.removeComponent(entityId, ComponentType.PositionTarget);
            resetCooldown(entityId, SkillType.HealingBlast);
            removeExecutedSkill(entityId, executeHealingBlast);
        }