예제 #1
0
 public override void SaveSnapshot(TimeDict.TimeSlice snapshotDictionary, bool force = false)
 {
     base.SaveSnapshot(snapshotDictionary, force);
     snapshotDictionary.Set(nameof(movingRight), movingRight);
     snapshotDictionary.Set(nameof(toFire), toFire);
     snapshotDictionary.Set(nameof(_alertState), _alertState);
 }
    public virtual void SaveSnapshot(TimeDict.TimeSlice snapshotDictionary, bool force = false)
    {
        // NOTE: behavior for how current/history are stored is ill-defined for templated type T
        snapshotDictionary.Set(CurrentName, Current, force);

        snapshotDictionary.Set(HistoryName, History, force);
    }
예제 #3
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    public override void SaveSnapshot(TimeDict.TimeSlice snapshotDictionary, bool force = false)
    {
        base.SaveSnapshot(snapshotDictionary, force);

        snapshotDictionary.Set(nameof(requiredActivatableIDs), string.Join(",", requiredActivatableIDs), force: force);
        snapshotDictionary.Set(nameof(distance), distance, force: force);
        snapshotDictionary.Set(nameof(spritePath), spritePath, force: force);
    }
    public virtual void SaveSnapshot(TimeDict.TimeSlice snapshotDictionary, bool force = false)
    {
        prevFlagDestroy = FlagDestroy;
        snapshotDictionary.Set(GameController.FLAG_DESTROY, FlagDestroy, force, clearFuture: true);
        snapshotDictionary.Set(nameof(ItemForm), ItemForm, force, clearFuture: true);
        UpdateShow();

        Position.SaveSnapshot(snapshotDictionary, force);
    }
    public override void SaveSnapshot(TimeDict.TimeSlice snapshotDictionary, bool force = false)
    {
        bool clearPositionFuture = false;

        if (_canClearFuturePosition)
        {
            clearPositionFuture = Vector2.Distance(Current, History) >
                                  GameController.POSITION_CLEAR_FUTURE_THRESHOLD;
        }

        Vector2 temp = Current;

        snapshotDictionary.Set(CurrentName, temp, force, clearPositionFuture);

        snapshotDictionary.Set(HistoryName, temp == Vector2.negativeInfinity ? History : temp, force, clearPositionFuture);
    }
예제 #6
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 public void SaveSnapshot(TimeDict.TimeSlice snapshotDictionary, bool force = false)
 {
     Position.SaveSnapshot(snapshotDictionary, force);
     Velocity.SaveSnapshot(snapshotDictionary, force);
     snapshotDictionary.Set(nameof(ItemID), prevItemID == -2 ? -1 : ItemID, force, clearFuture: true);
     snapshotDictionary.Set(nameof(Rigidbody.rotation), Rigidbody.rotation, force);
     snapshotDictionary.Set(nameof(isActivating), isActivating, force);
     snapshotDictionary.Set(nameof(DidTimeTravel), DidTimeTravel, force);
     snapshotDictionary.Set(nameof(facingRight), facingRight, force);
     snapshotDictionary.Set(nameof(isSpriteOrderForced), isSpriteOrderForced, force);
     //snapshotDictionary[nameof(GetCollisionStateString)] = GetCollisionStateString();
     snapshotDictionary.Set(GameController.FLAG_DESTROY, FlagDestroy, force);
     //NOTE: players should never be in item form, so don't save/load that info here
 }
예제 #7
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    public void SaveSnapshot(TimeDict.TimeSlice snapshotDictionary, bool force = false)
    {
        Activated.SaveSnapshot(snapshotDictionary, force);
        Occupied.SaveSnapshot(snapshotDictionary, force);
        ActivatedTimeStep.SaveSnapshot(snapshotDictionary, force);
        Countdown.SaveSnapshot(snapshotDictionary, force);
        playerID.SaveSnapshot(snapshotDictionary, force);

        snapshotDictionary.Set(GameController.FLAG_DESTROY, FlagDestroy, force);
        snapshotDictionary.Set(nameof(ItemForm), ItemForm, force, clearFuture: true);
        snapshotDictionary.Set(nameof(IsAnimatingOpenClose), IsAnimatingOpenClose); // don't force animations?!
        snapshotDictionary.Set(nameof(IsAnimatingFold), IsAnimatingFold);
        snapshotDictionary.Set(nameof(IsAnimatingUnfold), IsAnimatingUnfold);
        snapshotDictionary.Set(nameof(doneTimeTravelPlayerID), doneTimeTravelPlayerID, force);
        snapshotDictionary.Set(nameof(isFoldable), isFoldable, force);
        Position.SaveSnapshot(snapshotDictionary, force);
    }
예제 #8
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 public override void SaveSnapshot(TimeDict.TimeSlice snapshotDictionary, bool force = false)
 {
     snapshotDictionary.Set(nameof(timer), timer, force: force, clearFuture: true);
 }
예제 #9
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 public override void SaveSnapshot(TimeDict.TimeSlice snapshotDictionary, bool force = false)
 {
     base.SaveSnapshot(snapshotDictionary, force);
     snapshotDictionary.Set(nameof(destroyStep), destroyStep, force);
 }
    public override void SaveSnapshot(TimeDict.TimeSlice snapshotDictionary, bool force = false)
    {
        snapshotDictionary.Set(CurrentName, Current, force);

        snapshotDictionary.Set(HistoryName, Current == -1 ? History : Current, force);
    }