public override void Process()
        {
            CCollision collision;
            CFrozen    freezeZoneFrozen;
            CFrozen    collidedFrozen;

            List <int> deadFreezeEffects = new List <int>();

            /// <summary>
            /// This loop represents each Freeze Zone.
            /// Backwards loop to allow Entities to be removed while looping.
            /// </summary>
            for (int i = Entities.Count - 1; i >= 0; i--)
            {
                freezeZoneFrozen = World.GetComponent <CFrozen>(Entities[i]);
                collision        = World.GetComponent <CCollision>(Entities[i]);

                /// <summary>
                /// This loop represents each Entity colliding with the Freeze Zone.
                /// </summary>
                for (int j = 0; j < collision.Count; j++)
                {
                    //If not already Frozen, add a Frozen Component.
                    if (!World.EntityHasComponent(collision[j], typeof(CFrozen)))
                    {
                        //Don't freeze projectiles
                        if (!World.EntityHasComponent(collision[j], typeof(CProjectile)))
                        {
                            World.AddComponent(collision[j], new CFrozen(freezeZoneFrozen.Duration, World.GameTime));
                        }

                        if (!World.EntityHasComponent(collision[j], typeof(CGotStatusEffect)))
                        {
                            World.AddComponent(collision[j], new CGotStatusEffect(typeof(CFrozen)));
                        }
                        else
                        {
                            CGotStatusEffect statusEffects = World.GetComponent <CGotStatusEffect>(collision[j]);
                            statusEffects.AddEffect(typeof(CFrozen));
                        }
                    }
                    else //If already Frozen, refresh the duration.
                    {
                        collidedFrozen             = World.GetComponent <CFrozen>(collision[i]);
                        collidedFrozen.TimeApplied = World.GameTime;
                    }
                }

                /// <summary>
                /// Freeze Zone only lasts for one frame to apply Frozen Components.
                /// Each Freeze Zone is removed from the World once its collisions are processed.
                /// </summary>
                World.RemoveEntity(Entities[i]);
            }
        }
예제 #2
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        /// <summary>
        /// Checks each Entity colliding with each Poison Zone. If the Entity does not have
        /// a Poison Component, then a Poison Component and a GotStatusEffect Component are added.
        /// Otherwise, the Entity's Poison Component duration is refreshed.
        /// </summary>
        public override void Process()
        {
            CPoison    poisonEffect;
            CPoison    targetPoisonEffect;
            CCollision collision;

            /// <summary>
            /// This loop represents each Poison Zone.
            /// </summary>
            for (int i = 0; i < Entities.Count; i++)
            {
                poisonEffect = World.GetComponent <CPoison>(Entities[i]);
                collision    = World.GetComponent <CCollision>(Entities[i]);

                /// <summary>
                /// This loop represents each Entity colliding with the Poison Zone.
                /// </summary>
                for (int j = 0; j < collision.Count; j++)
                {
                    if (!World.EntityHasComponent(collision[j], typeof(CPoison)))
                    {
                        World.AddComponent(collision[j], new CPoison(poisonEffect.Strength, poisonEffect.Duration, World.GameTime));

                        if (!World.EntityHasComponent(collision[j], typeof(CGotStatusEffect)))
                        {
                            World.AddComponent(collision[j], new CGotStatusEffect(typeof(CPoison)));
                        }
                        else
                        {
                            CGotStatusEffect statusEffects = World.GetComponent <CGotStatusEffect>(collision[j]);
                            statusEffects.AddEffect(typeof(CPoison));
                        }
                    }
                    else //If entity already has a Poison Component, refresh its duration.
                    {
                        targetPoisonEffect             = World.GetComponent <CPoison>(collision[j]);
                        targetPoisonEffect.TimeApplied = World.GameTime;
                    }
                }
            }
        }