public PathPreview(Path newPath, Path actualPath) { NewPath = newPath; ActualPath = actualPath; PPVisual = new PathPreviewVisual(newPath, actualPath, DoHideCompleted); PlayersStates = new Dictionary<GUIPlayer, PlayerState>(); }
public EndOfWorld1Animation(WorldScene worldScene) : base(worldScene, /*30000*/ int.MaxValue /*tmp*/) { Path = Simulator.PlanetarySystemController.Path; // Prepare celestial bodies to destroy CelestialBodiesToDestroy = new List<CelestialBody>(); foreach (var cb in Path.CelestialBodies) if (cb != Path.FirstCelestialBody && cb != Path.LastCelestialBody) CelestialBodiesToDestroy.Add(cb); MothershipAnimation = new MothershipAnimation(Simulator) { ArrivalZoom = 0.7f, DepartureZoom = 1f, CelestialBodies = CelestialBodiesToDestroy, TimeBeforeArrival = 0, TimeArrival = 5500, TimeBeforeLights = 5500, TimeLights = 2000, TimeBeforeDestruction = 7500, TimeBeforeDeparture = 17500, TimeDeparture = 5000 }; // Switch the music // Stop spawning enemies // Verify with Xbox 360 controller (vibration on edges) // To check: worldScene.NeedReinit = true; Simulator.SpawnEnemies = false; //Path.RemoveCelestialBody(Path.FirstCelestialBody); TmpEndOfAlpha = new Text("End of demo!", "Pixelite") { SizeX = 4, Alpha = 0, VisualPriority = VisualPriorities.Default.Path + 0.01 }.CenterIt(); Simulator.Scene.VisualEffects.Add(TmpEndOfAlpha, VisualEffects.FadeInFrom0(255, 20000, 2000)); }
public void Commit(Path newPath) { CelestialBody.FakeHasGravitationalTurret = false; CelestialBody.FakeHasGravitationalTurretLv2 = false; CelestialBody = null; PathState = PathState.None; }
public void RollBack(Path newPath) { if (PathState == PathState.None) return; switch (PathState) { case PathState.ObjectAdded: newPath.RemoveCelestialBody(CelestialBody); CelestialBody.FakeHasGravitationalTurret = false; break; case PathState.ObjectRemoved: newPath.AddCelestialBody(CelestialBody, false); break; case PathState.ObjectUpgraded: CelestialBody.FakeHasGravitationalTurretLv2 = false; break; } CelestialBody = null; PathState = PathState.None; }
public void ChangeState(PathState state, Path newPath, CelestialBody cb) { CelestialBody = cb; PathState = state; switch (state) { case PathState.ObjectAdded: cb.FakeHasGravitationalTurret = true; newPath.AddCelestialBody(cb, true); break; case PathState.ObjectRemoved: newPath.RemoveCelestialBody(cb); break; case PathState.ObjectUpgraded: cb.FakeHasGravitationalTurretLv2 = true; break; } }
public LevelEndedAnnunciation(Simulator simulator, Path path, Level level) { Simulator = simulator; Path = path; Level = level; }