protected override void SequenceMissBranch() { switch (SequenceStep) { case 0: User.AnimManager.PlayAnimation(AnimationGlobals.RunningName); //When Watt misses Electro Dash, she goes in a downwards arc to around where the next enemy slot would be Vector2 destPos = BattleManager.Instance.GetPositionInFront(EntitiesAffected[0], EntitiesAffected[0].EntityType == Enumerations.EntityTypes.Player); Vector2 curDest = User.Position + new Vector2(UtilityGlobals.DifferenceDivided(destPos.X, User.Position.X, 2f), MissHeight); CurSequenceAction = new MoveToSeqAction(curDest, MissMoveDur, Interpolation.InterpolationTypes.Linear, Interpolation.InterpolationTypes.QuadOut); break; case 1: destPos = BattleManager.Instance.GetPositionInFront(EntitiesAffected[0], EntitiesAffected[0].EntityType == Enumerations.EntityTypes.Player); curDest = User.Position + new Vector2(UtilityGlobals.DifferenceDivided(destPos.X, User.Position.X, 2f), -MissHeight); CurSequenceAction = new MoveToSeqAction(curDest, MissMoveDur, Interpolation.InterpolationTypes.Linear, Interpolation.InterpolationTypes.QuadIn); break; case 2: User.AnimManager.PlayAnimation(AnimationGlobals.IdleName); CurSequenceAction = new WaitSeqAction(MissWaitDur); ChangeSequenceBranch(SequenceBranch.End); break; default: PrintInvalidSequence(); break; } }
protected override void SequenceStartBranch() { switch (SequenceStep) { case 0: Vector2 frontPos = BattleManagerUtils.GetPositionInFront(User.BManager.GetFrontmostBattleEntity(CurTarget.EntityType, null), User.EntityType != EntityTypes.Enemy); frontPos.Y = User.Position.Y; User.AnimManager.PlayAnimation(AnimationGlobals.RunningName); CurSequenceAction = new MoveToSeqAction(User, frontPos, WalkDuration); break; case 1: User.AnimManager.PlayAnimation(AnimationGlobals.JumpStartName); CurSequenceAction = new WaitForAnimationSeqAction(User, AnimationGlobals.JumpStartName); ChangeSequenceBranch(SequenceBranch.Main); //Store the jump distance XDiffOverTwo = UtilityGlobals.DifferenceDivided(CurTarget.Position.X, User.Position.X, 2f); break; default: PrintInvalidSequence(); break; } }
/// <summary> /// The interruption that occurs when jumping on a Spiked entity /// </summary> protected void SpikedEntityInterruption() { switch (SequenceStep) { case 0: User.AnimManager.PlayAnimation(AnimationGlobals.SpikedTipHurtName, true); Vector2 offset = new Vector2(-50, -JumpHeight); if (User.EntityType != EntityTypes.Player) { offset.X = -offset.X; } Vector2 pos = BattleManager.Instance.GetPositionInFront(CurTarget, User.EntityType != EntityTypes.Player) + offset; CurSequenceAction = new MoveToSeqAction(pos, WalkDuration / 4d); break; case 1: CurSequenceAction = new WaitForAnimationSeqAction(AnimationGlobals.SpikedTipHurtName); break; case 2: CurSequenceAction = new MoveAmountSeqAction(new Vector2(0f, User.BattlePosition.Y - User.Position.Y), JumpDuration / 2f, Interpolation.InterpolationTypes.Linear, Interpolation.InterpolationTypes.QuadIn); break; case 3: //Do the same bounce as the end sequence, except keep playing the same animation Vector2 endPos = BattleManager.Instance.GetPositionInFront(CurTarget, User.EntityType == EntityTypes.Player); Vector2 moveAmt = new Vector2(UtilityGlobals.DifferenceDivided(endPos.X, User.Position.X, 2f), -(JumpHeight / 2f)); CurSequenceAction = new MoveAmountSeqAction(moveAmt, JumpDuration / 2f, Interpolation.InterpolationTypes.Linear, Interpolation.InterpolationTypes.QuadOut); break; case 4: endPos = BattleManager.Instance.GetPositionInFront(CurTarget, User.EntityType == EntityTypes.Player); moveAmt = new Vector2(UtilityGlobals.DifferenceDivided(endPos.X, User.Position.X, 2f), (JumpHeight / 2f)); CurSequenceAction = new MoveAmountSeqAction(moveAmt, JumpDuration / 2f, Interpolation.InterpolationTypes.Linear, Interpolation.InterpolationTypes.QuadIn); ChangeSequenceBranch(SequenceBranch.End); SequenceStep = 1; break; default: PrintInvalidSequence(); break; } }
protected override void SequenceSuccessBranch() { switch (SequenceStep) { case 0: base.SequenceSuccessBranch(); break; case 1: InteractionResult[] interactions = AttemptDamage(DamageDealt, CurTarget, Action.DamageProperties, false); //Show VFX for the highest command rank if (interactions[0] != null && interactions[0].WasVictimHit == true && interactions[0].WasAttackerHit == false) { ShowCommandRankVFX(HighestCommandRank, CurTarget.Position); //Set Stylish data SetStylishData(200d, 600d, 0); //Restart with the next target if (NextTargetIndex < EntitiesAffected.Length) { CurrentTargetIndex = NextTargetIndex; ChangeSequenceBranch(SequenceBranch.Main); XDiffOverTwo = UtilityGlobals.DifferenceDivided(CurTarget.Position.X, User.Position.X, 2f); } //Otherwise end it since we're on the last target else { ChangeSequenceBranch(SequenceBranch.End); } } break; default: PrintInvalidSequence(); break; } }
protected override void SequenceEndBranch() { switch (SequenceStep) { case 0: //Do a little bounce at the end Vector2 endPos = BattleManagerUtils.GetPositionInFront(CurTarget, User.EntityType == EntityTypes.Player); Vector2 moveAmt = new Vector2(UtilityGlobals.DifferenceDivided(endPos.X, User.Position.X, 2f), -(JumpHeight / 2f)); User.AnimManager.PlayAnimation(AnimationGlobals.JumpRisingName); CurSequenceAction = new MoveAmountSeqAction(User, moveAmt, JumpDuration / 2f, Interpolation.InterpolationTypes.Linear, Interpolation.InterpolationTypes.QuadOut); break; case 1: float moveDiffY = User.Position.Y - User.BattlePosition.Y; endPos = BattleManagerUtils.GetPositionInFront(CurTarget, User.EntityType == EntityTypes.Player); moveAmt = new Vector2(UtilityGlobals.DifferenceDivided(endPos.X, User.Position.X, 2f), /*(JumpHeight / 2f)*/ -moveDiffY); User.AnimManager.PlayAnimation(AnimationGlobals.JumpFallingName); CurSequenceAction = new MoveAmountSeqAction(User, moveAmt, JumpDuration / 2f, Interpolation.InterpolationTypes.Linear, Interpolation.InterpolationTypes.QuadIn); break; case 2: User.AnimManager.PlayAnimation(AnimationGlobals.RunningName); CurSequenceAction = new MoveToSeqAction(User, User.BattlePosition, WalkDuration); break; case 3: User.AnimManager.PlayAnimation(User.GetIdleAnim()); EndSequence(); break; default: PrintInvalidSequence(); break; } }