예제 #1
0
 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();
     }
 }
예제 #2
0
        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();
        }
예제 #3
0
        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();
        }
예제 #4
0
        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();
        }
예제 #5
0
        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();
        }
예제 #6
0
        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();
        }