public static void UpdateActIProgressBothLegUp(SteppingProgress pProgress, ActivityInstruction pActI, Player pPlayer, Player pOtherPlayer, Vector2 pThumbstickDirection) { if (!Conditions.ActionThumbstickPressed(pPlayer, pThumbstickDirection) || !Conditions.ActionHold(pOtherPlayer)) { if (!Conditions.ActionThumbstickPressed(pPlayer, pThumbstickDirection)) { pActI.SetFadingState(pPlayer, true); } else { pActI.SetFadingState(pPlayer, false, false); } if (!Conditions.ActionHold(pOtherPlayer)) { pActI.SetFadingState(pOtherPlayer, true); } else { pActI.SetFadingState(pOtherPlayer, false, false); } pProgress.StepBackward(); } else { pActI.SetFadingState(pPlayer, false, false); pActI.SetFadingState(pOtherPlayer, false, false); pProgress.StepForward(); } }
public override void Update(Player pPlayer, Player pOtherPlayer) { switch (pPlayer.mCurrentState) { case 0: //-----Animation starten----- Sequences.StartAnimation(pPlayer, Hardcoded.Anim_Amulet_Use); ++pPlayer.mCurrentState; break; case 1: //-----Amulett hoch halten----- Sequences.UpdateActIProgress(Progress, ActI, pPlayer, new Vector2(0, -1)); Sequences.UpdateAnimationStepping(pPlayer, Progress.Progress); //Abbrechbar if (Progress.Progress <= 0f && !Conditions.ActionHold(pPlayer) && !Conditions.ActionHold(pOtherPlayer)) { Sequences.SetPlayerToIdle(pPlayer); } if (Progress.Complete) { Sequences.SetPlayerToIdle(pPlayer); ActI.SetFadingState(pPlayer, false); //Delete Witch m2ndState = true; } break; } ActI.Update(); }
public override void Update(Player pPlayer, Player pOtherPlayer) { switch (pPlayer.mCurrentState) { case 0: //-----Zu Positionen holden----- if (!Conditions.ActionHold(pPlayer)) { Sequences.SetPlayerToIdle(pPlayer); break; } if (Conditions.PlayersAtActionPositions(pPlayer, pOtherPlayer)) { ++pPlayer.mCurrentState; } Sequences.MovePlayerToRightActionPosition(pPlayer); break; case 1: //-----Animation starten----- Sequences.StartAnimation(pPlayer, Hardcoded.Anim_Amulet_Charge); Sequences.StartAnimation(pOtherPlayer, Hardcoded.Anim_Amulet_Charge); ++pPlayer.mCurrentState; pOtherPlayer.mCurrentState = pPlayer.mCurrentState; break; case 2: //-----Amulett hoch halten----- if (pPlayer.GetType() == typeof(Hansel)) { Sequences.UpdateActIProgressBoth(Progress, ActI, pPlayer, pOtherPlayer, new Vector2(0, -1)); //Sequences.UpdateAnimationStepping(rIObj, Progress.Progress); Sequences.UpdateAnimationStepping(pPlayer, Progress.Progress); } else { Sequences.UpdateAnimationStepping(pPlayer, Progress.Progress); } if (Progress.Complete) { Sequences.SetPlayerToIdle(pPlayer); Sequences.SetPlayerToIdle(pOtherPlayer); ActI.SetFadingState(pPlayer, false); ActI.SetFadingState(pOtherPlayer, false); rIObj.ActionRectList.Clear(); m2ndState = true; } break; } ActI.Update(); }
public override void Update(Player pPlayer, Player pOtherPlayer) { switch (pPlayer.mCurrentState) { case 0: //-----Zu Positionen holden----- if (!Conditions.ActionHold(pPlayer)) { Sequences.SetPlayerToIdle(pPlayer); break; } if (Conditions.PlayersAtActionPositions(pPlayer, pOtherPlayer)) { ++pPlayer.mCurrentState; } Sequences.MovePlayerToRightActionPosition(pPlayer); break; case 1: //-----Richtung bestimmen----- if (m2ndState) { ++pPlayer.mCurrentState; break; } m2ndState = true; if (pPlayer.GetType() == typeof(Hansel)) { mSourceHansel = pPlayer.SkeletonPosition; mSourceGretel = pOtherPlayer.SkeletonPosition; } else { mSourceHansel = pOtherPlayer.SkeletonPosition; mSourceGretel = pPlayer.SkeletonPosition; } mSourceIObj = rIObj.SkeletonPosition; //new Vector2(rIObj.CollisionRectList[0].X, rIObj.CollisionRectList[0].Y); Vector2 ActionToCollisionRectDirection = new Vector2(rIObj.CollisionRectList[0].X - rIObj.ActionRectList[0].X, rIObj.CollisionRectList[0].Y - rIObj.ActionRectList[0].Y); Vector2 DestinationDelta; if (ActionToCollisionRectDirection.Y > 0) { DestinationDelta = new Vector2(0, Hardcoded.PushRock_RockMoveDistance); ActI.SetThumbstickDirBoth(ActivityInstruction.ThumbstickDirection.Down); } else if (ActionToCollisionRectDirection.Y < 0) { DestinationDelta = new Vector2(0, -Hardcoded.PushRock_RockMoveDistance); ActI.SetThumbstickDirBoth(ActivityInstruction.ThumbstickDirection.Up); } else if (ActionToCollisionRectDirection.X > 0) { DestinationDelta = new Vector2(Hardcoded.PushRock_RockMoveDistance, 0); ActI.SetThumbstickDirBoth(ActivityInstruction.ThumbstickDirection.Right); } else { DestinationDelta = new Vector2(-Hardcoded.PushRock_RockMoveDistance, 0); ActI.SetThumbstickDirBoth(ActivityInstruction.ThumbstickDirection.Left); } mDestinationIObj = rIObj.SkeletonPosition + DestinationDelta; mDestinationHansel = mSourceHansel + DestinationDelta; mDestinationGretel = mSourceGretel + DestinationDelta; //Passende Animation entsprechend AnimationDirection starten Sequences.AnimateAccordingToDirection(pPlayer, ActionToCollisionRectDirection, Hardcoded.Anim_PushRock_Up, Hardcoded.Anim_PushRock_Down, Hardcoded.Anim_PushRock_Side); Sequences.AnimateAccordingToDirection(pOtherPlayer, ActionToCollisionRectDirection, Hardcoded.Anim_PushRock_Up, Hardcoded.Anim_PushRock_Down, Hardcoded.Anim_PushRock_Side); ++pPlayer.mCurrentState; pOtherPlayer.mCurrentState = pPlayer.mCurrentState; break; case 2: //-----Fels bewegen----- Sequences.UpdateActIProgressBoth(Progress, ActI, pPlayer, pOtherPlayer, mDestinationIObj - mSourceIObj, false); if (Progress.Progress >= 0f && !Conditions.ActionHold(pPlayer) && !Conditions.ActionHold(pOtherPlayer)) { //Abbrechbar Sequences.SetPlayerToIdle(pPlayer); Sequences.SetPlayerToIdle(pOtherPlayer); } if (pPlayer.GetType() == typeof(Hansel)) { Sequences.UpdateMovementStepping(rIObj, Progress.Progress, mSourceIObj, mDestinationIObj); Sequences.UpdateMovementStepping(pPlayer, Progress.Progress, mSourceHansel, mDestinationHansel); Sequences.UpdateMovementStepping(pOtherPlayer, Progress.Progress, mSourceGretel, mDestinationGretel); Sequences.UpdateAnimationStepping(pPlayer, Progress.Progress); Sequences.UpdateAnimationStepping(pOtherPlayer, Progress.Progress); } if (Progress.Complete) { Sequences.SetPlayerToIdle(pPlayer); Sequences.SetPlayerToIdle(pOtherPlayer); ActI.SetFadingState(pPlayer, false); ActI.SetFadingState(pOtherPlayer, false); rIObj.ActionRectList.Clear(); } break; } ActI.Update(); }
public override void Update(Player pPlayer, Player pOtherPlayer) { switch (pPlayer.mCurrentState) { case 0: //-----Zu Positionen holden----- if (!Conditions.ActionHold(pPlayer)) { Sequences.SetPlayerToIdle(pPlayer); break; } //Wenn Spieler an passenden Positionen sind if ((!m2ndState && Conditions.PlayersAtWellPositions(pPlayer, pOtherPlayer, false)) || (m2ndState && Conditions.PlayersAtWellPositions(pPlayer, pOtherPlayer, true)) ) { ++pPlayer.mCurrentState; } //Spieler zu passenden Positionen bewegen if (m2ndState) //Gretel im Brunnen zum Korb bewegen { Sequences.MovePlayerToWellActionPosition(pPlayer, true); } else { Sequences.MovePlayerToWellActionPosition(pPlayer, false); } break; case 1: //Nur gemeinsam starten if (pOtherPlayer.mCurrentState > 0) { ++pPlayer.mCurrentState; } break; case 2: //-----Animationen starten (Hansel an Kurbel bereit machen, Gretel in Korb steigen)----- m2ndState = true; if (pPlayer.GetType() == typeof(Hansel)) { pPlayer.SetAnimation(Hardcoded.Anim_Well_GrabWind_Hansel); //An Kurbel } else { pPlayer.SetAnimation(Hardcoded.Anim_Well_Enter_Gretel, false); //In Korb steigen } ++pPlayer.mCurrentState; break; case 3: //-----Gretel bereit / im Korb?----- if (pOtherPlayer.mCurrentState < 3) { break; } bool finished = false; if (pPlayer.GetType() == typeof(Gretel)) //Gretel im Korb { finished = Conditions.AnimationComplete(pPlayer); } else { finished = Conditions.AnimationComplete(pOtherPlayer); } if (finished) { ++pPlayer.mCurrentState; } break; case 4: //-----Brunnen hochziehen / herablassen----- if (pOtherPlayer.mCurrentState != 4) { break; } if (pPlayer.GetType() == typeof(Hansel)) { if (pPlayer.Input.ActionIsPressed && pPlayer.Input.LeftStickRotation != 0f && pOtherPlayer.Input.ActionIsPressed) //Brunnen wird bewegt? { if (pPlayer.Input.LeftStickRotation > 0f) { pPlayer.SetAnimation(Hardcoded.Anim_Well_Wind_Down_Hansel); //Brunnen runter lassen Animation pOtherPlayer.SetAnimation(Hardcoded.Anim_Well_Hang_Gretel); } else if (pPlayer.Input.LeftStickRotation < 0f) { pPlayer.SetAnimation(Hardcoded.Anim_Well_Wind_Up_Hansel); //Brunnen hoch ziehen Animation pOtherPlayer.SetAnimation(Hardcoded.Anim_Well_Hang_Gretel); } ActI.SetFadingState(pPlayer, false, false); ActI.SetFadingState(pOtherPlayer, false, false); Progress.StepFromRotation(pPlayer.Input.LeftStickRotation, Hardcoded.UseWell_ProgressPerRotation, Hardcoded.UseWell_UpRotationFrictionFactor); } else { pPlayer.SetAnimation(Hardcoded.Anim_Well_Wind_Idle_Hansel); //Brunnen idle Animation pOtherPlayer.SetAnimation(Hardcoded.Anim_Well_Idle_Gretel); if (pPlayer.Input.ActionIsPressed && pPlayer.Input.LeftStickRotation != 0f) //Hansel versucht Brunnen zu bewegen? { ActI.SetFadingState(pPlayer, false, false); } else { ActI.SetFadingState(pPlayer, true, false); } if (pOtherPlayer.Input.ActionIsPressed) { ActI.SetFadingState(pOtherPlayer, false, false); } else { ActI.SetFadingState(pOtherPlayer, true); } } if (Progress.Progress <= 0f && pPlayer.Input.LeftStickRotation < 0f) { ActI.SetFadingState(pPlayer, false); ActI.SetFadingState(pOtherPlayer, false); Progress.Reset(); pPlayer.SetAnimation(); //Hansel von Kurbel weg nehmen pPlayer.mCurrentState = 10; pOtherPlayer.mCurrentState = 8; } if (Progress.Progress >= 1f && pPlayer.Input.LeftStickRotation > 0f) { ActI.SetFadingState(pPlayer, false); ActI.SetFadingState(pOtherPlayer, false); Progress.Reset(true); pOtherPlayer.mCurrentState = 8; } Sequences.UpdateAnimationStepping(rIObj, Progress.Progress); Sequences.UpdateMovementStepping(pOtherPlayer, Progress.Progress, Conditions.WellActionPosition2Up(rIObj), rIObj.ActionPosition2); } break; case 8: //-----Oben/Unten aussteigen----- pPlayer.SetAnimation(Hardcoded.Anim_Well_Leave_Gretel, false); // Aus Eimer aussteigen ++pPlayer.mCurrentState; break; case 9: if (Conditions.AnimationComplete(pPlayer)) { pPlayer.SetAnimation(); ++pPlayer.mCurrentState; } break; case 10: //-----States setzen----- if (Conditions.AnimationComplete(pPlayer)) { Sequences.SetPlayerToIdle(pPlayer); if (pPlayer.GetType() == typeof(Hansel)) { Progress.Reset(); m2ndState = false; } } break; } ActI.Update(); }
public override void Update(Player pPlayer, Player pOtherPlayer) { switch (pPlayer.mCurrentState) { case 0: //-----Zu Position holden----- if (!m2ndState) //LegUp { Progress.Reset(); //LegUp kann mehrfach ausgeführt werden } if (!Conditions.ActionHold(pPlayer)) { Sequences.SetPlayerToIdle(pPlayer); break; } if (Conditions.PlayersAtActionPositions(pPlayer, pOtherPlayer, Hardcoded.LegUp_StartOffsetGretel)) { ++pPlayer.mCurrentState; } Sequences.MovePlayerToRightActionPosition(pPlayer, Hardcoded.LegUp_StartOffsetGretel); break; case 1: Sequences.StartAnimation(pPlayer, Hardcoded.Anim_LegUp_Raise); ActI.ThumbstickDirHansel = ActivityInstruction.ThumbstickDirection.Up; ActI.ThumbstickDirGretel = ActivityInstruction.ThumbstickDirection.None; ++pPlayer.mCurrentState; break; case 2: //-----Hoch heben----- if (pPlayer.GetType() == typeof(Hansel)) { Sequences.UpdateActIProgressBothLegUp(Progress, ActI, pPlayer, pOtherPlayer, new Vector2(0, -1)); if (Progress.Progress <= 0f && !Conditions.ActionHold(pPlayer) && !Conditions.ActionHold(pOtherPlayer)) { //Abbrechbar Sequences.SetPlayerToIdle(pPlayer); Sequences.SetPlayerToIdle(pOtherPlayer); } Sequences.UpdateAnimationStepping(pPlayer, Progress.Progress); Sequences.UpdateAnimationStepping(pOtherPlayer, Progress.Progress); if (Progress.Complete) { //GretelGrab am höchsten Punkt ActI.ThumbstickDirGretel = ActivityInstruction.ThumbstickDirection.Up; if (Conditions.ActionThumbstickPressed(pOtherPlayer, new Vector2(0, -1))) { //Start Grab ActI.SetFadingState(pPlayer, false); ActI.SetFadingState(pOtherPlayer, false, false); ++pPlayer.mCurrentState; pOtherPlayer.mCurrentState = pPlayer.mCurrentState; } else //Show ActI f Gretel { ActI.SetFadingState(pOtherPlayer, true); } } else { //Nicht am höchsten Punkt: ActI.Gretel nicht Thumbstick anzeigen ActI.ThumbstickDirGretel = ActivityInstruction.ThumbstickDirection.None; } } break; case 3: //-----Gretel nächste Animation starten----- if (pPlayer.GetType() == typeof(Gretel)) { if (!m2ndState) //LegUp { Sequences.StartAnimation(pPlayer, Hardcoded.Anim_LegUp_Lift_Gretel); //hoch ziehen } else //LegUpGrab { Sequences.StartAnimation(pPlayer, Hardcoded.Anim_LegUp_Grab_Gretel); //Item greifen rIObj.ActionRectList.Clear(); //LegUpGrab kann nicht mehrfach ausgeführt werden } ++pPlayer.mCurrentState; pOtherPlayer.mCurrentState = pPlayer.mCurrentState; } break; case 4: //-----Gretel fertig?----- if (pPlayer.GetType() == typeof(Hansel) && Conditions.AnimationComplete(pOtherPlayer)) { ActI.SetFadingState(pOtherPlayer, false); if (m2ndState) //LegUpGrab { //Gretel runter lassen Sequences.StartAnimation(pPlayer, Hardcoded.Anim_LegUp_Lower); Sequences.StartAnimation(pOtherPlayer, Hardcoded.Anim_LegUp_Lower); } ++pPlayer.mCurrentState; pOtherPlayer.mCurrentState = pPlayer.mCurrentState; } break; case 5: //-----Beide fertig?----- if (Conditions.AnimationComplete(pPlayer)) { if (!m2ndState && pPlayer.GetType() == typeof(Gretel)) { Sequences.Move(pPlayer, Hardcoded.LegUp_OffsetGretel[GameReferenzes.SceneID]); //Bei LegUp Gretel hoch setzen } Sequences.SetPlayerToIdle(pPlayer); } break; } ActI.Update(); }