Exemplo n.º 1
0
        public override void Update(GameTime gameTime)
        {
            if (TrileSetOld != LevelManager.TrileSet) {
                UpdateWidgets();
                TrileSetOld = LevelManager.TrileSet;
            }

            ScrollOffset += ScrollMomentum;
            ScrollMomentum *= 0.5f;
            if (ScrollOffset < 0f) {
                ScrollOffset = 0f;
            }
            if (ScrollOffset > Width - Size.X) {
                ScrollOffset = Width - Size.X;
            }

            if (UpdateBounds) {
                Size.X = GraphicsDevice.Viewport.Width;
                Size.Y = 36f;
            }

            Width = 0f;
            for (int i = 0; i < Widgets.Count; i++) {
                Widgets[i].Update(gameTime);

                Widgets[i].Position.X = Width - ScrollOffset;
                Widgets[i].Position.Y = 0;

                Width += Widgets[i].Size.X + 4f;
            }
        }
Exemplo n.º 2
0
 public virtual void RebuildTriles(TrileSet trileSet, bool quick)
 {
   if (!quick)
     this.DestroyMaterializers(trileSet);
   if (trileSet != null)
   {
     foreach (Trile trile in Enumerable.Where<Trile>((IEnumerable<Trile>) trileSet.Triles.Values, (Func<Trile, bool>) (x => !this.trileMaterializers.ContainsKey(x))))
       this.RebuildTrile(trile);
     this.TrilesMesh.Texture = (Dirtyable<Texture>) ((Texture) trileSet.TextureAtlas);
   }
   VertexGroup<VertexPositionNormalTextureInstance>.Deallocate();
 }
Exemplo n.º 3
0
 public void DestroyMaterializers(TrileSet trileSet)
 {
   if (trileSet != null)
   {
     foreach (TrileMaterializer trileMaterializer in Enumerable.ToArray<TrileMaterializer>(Enumerable.Where<TrileMaterializer>((IEnumerable<TrileMaterializer>) this.trileMaterializers.Values, (Func<TrileMaterializer, bool>) (x => trileSet.Triles.ContainsValue(x.Trile)))))
     {
       trileMaterializer.Dispose();
       this.trileMaterializers.Remove(trileMaterializer.Trile);
     }
   }
   else
     this.trileMaterializers.Clear();
 }
Exemplo n.º 4
0
        public void Fill(MapTree.TreeFillContext context, MapNode parent, FaceOrientation origin)
        {
            if (this.Valid)
            {
                return;
            }
            TrileSet trileSet = (TrileSet)null;
            Level    level;

            try
            {
                level = SdlSerializer.Deserialize <Level>(context.ContentRoot + "\\Levels\\" + this.LevelName + ".lvl.sdl");
                if (level.TrileSetName != null)
                {
                    if (!context.TrileSetCache.TryGetValue(level.TrileSetName, out trileSet))
                    {
                        context.TrileSetCache.Add(level.TrileSetName, trileSet = SdlSerializer.Deserialize <TrileSet>(context.ContentRoot + "\\Trile Sets\\" + level.TrileSetName + ".ts.sdl"));
                    }
                }
            }
            catch (Exception ex)
            {
                Console.WriteLine("Warning : Level " + this.LevelName + " could not be loaded because it has invalid markup. Skipping...");
                this.Valid = false;
                return;
            }
            this.NodeType = level.NodeType;
            this.Conditions.ChestCount   = Enumerable.Count <ArtObjectInstance>((IEnumerable <ArtObjectInstance>)level.ArtObjects.Values, (Func <ArtObjectInstance, bool>)(x => x.ArtObjectName.IndexOf("treasure", StringComparison.InvariantCultureIgnoreCase) != -1)) / 2;
            this.Conditions.ScriptIds    = Enumerable.ToList <int>(Enumerable.Select <Script, int>(Enumerable.Where <Script>((IEnumerable <Script>)level.Scripts.Values, (Func <Script, bool>)(x => x.IsWinCondition)), (Func <Script, int>)(x => x.Id)));
            this.Conditions.SplitUpCount = Enumerable.Count <TrileInstance>(Enumerable.Union <TrileInstance>((IEnumerable <TrileInstance>)level.Triles.Values, Enumerable.SelectMany <TrileInstance, TrileInstance>(Enumerable.Where <TrileInstance>((IEnumerable <TrileInstance>)level.Triles.Values, (Func <TrileInstance, bool>)(x => x.Overlaps)), (Func <TrileInstance, IEnumerable <TrileInstance> >)(x => (IEnumerable <TrileInstance>)x.OverlappedTriles))), (Func <TrileInstance, bool>)(x =>
            {
                if (x.TrileId >= 0)
                {
                    return(trileSet[x.TrileId].ActorSettings.Type == ActorType.GoldenCube);
                }
                else
                {
                    return(false);
                }
            }));
            this.Conditions.CubeShardCount = Enumerable.Count <TrileInstance>((IEnumerable <TrileInstance>)level.Triles.Values, (Func <TrileInstance, bool>)(x =>
            {
                if (x.TrileId >= 0)
                {
                    return(trileSet[x.TrileId].ActorSettings.Type == ActorType.CubeShard);
                }
                else
                {
                    return(false);
                }
            }));
            this.Conditions.OtherCollectibleCount = Enumerable.Count <TrileInstance>((IEnumerable <TrileInstance>)level.Triles.Values, (Func <TrileInstance, bool>)(x =>
            {
                if (x.TrileId >= 0 && ActorTypeExtensions.IsTreasure(trileSet[x.TrileId].ActorSettings.Type))
                {
                    return(trileSet[x.TrileId].ActorSettings.Type != ActorType.CubeShard);
                }
                else
                {
                    return(false);
                }
            })) + Enumerable.Count <ArtObjectInstance>((IEnumerable <ArtObjectInstance>)level.ArtObjects.Values, (Func <ArtObjectInstance, bool>)(x => x.ArtObjectName == "treasure_mapAO"));
            this.Conditions.LockedDoorCount = Enumerable.Count <TrileInstance>((IEnumerable <TrileInstance>)level.Triles.Values, (Func <TrileInstance, bool>)(x =>
            {
                if (x.TrileId >= 0)
                {
                    return(trileSet[x.TrileId].ActorSettings.Type == ActorType.Door);
                }
                else
                {
                    return(false);
                }
            }));
            this.Conditions.UnlockedDoorCount = Enumerable.Count <TrileInstance>((IEnumerable <TrileInstance>)level.Triles.Values, (Func <TrileInstance, bool>)(x =>
            {
                if (x.TrileId >= 0)
                {
                    return(trileSet[x.TrileId].ActorSettings.Type == ActorType.UnlockedDoor);
                }
                else
                {
                    return(false);
                }
            }));
            int num1 = Enumerable.Count <KeyValuePair <int, ArtObjectInstance> >((IEnumerable <KeyValuePair <int, ArtObjectInstance> >)level.ArtObjects, (Func <KeyValuePair <int, ArtObjectInstance>, bool>)(x => x.Value.ArtObjectName.IndexOf("fork", StringComparison.InvariantCultureIgnoreCase) != -1));
            int num2 = Enumerable.Count <KeyValuePair <int, ArtObjectInstance> >((IEnumerable <KeyValuePair <int, ArtObjectInstance> >)level.ArtObjects, (Func <KeyValuePair <int, ArtObjectInstance>, bool>)(x => x.Value.ArtObjectName.IndexOf("qr", StringComparison.InvariantCultureIgnoreCase) != -1));
            int num3 = Enumerable.Count <KeyValuePair <int, Volume> >((IEnumerable <KeyValuePair <int, Volume> >)level.Volumes, (Func <KeyValuePair <int, Volume>, bool>)(x =>
            {
                if (x.Value.ActorSettings != null && x.Value.ActorSettings.CodePattern != null)
                {
                    return(x.Value.ActorSettings.CodePattern.Length > 0);
                }
                else
                {
                    return(false);
                }
            }));
            int num4 = this.LevelName == "OWL" ? 0 : Enumerable.Count <KeyValuePair <int, NpcInstance> >((IEnumerable <KeyValuePair <int, NpcInstance> >)level.NonPlayerCharacters, (Func <KeyValuePair <int, NpcInstance>, bool>)(x => x.Value.Name == "Owl"));
            int num5 = Enumerable.Count <KeyValuePair <int, ArtObjectInstance> >((IEnumerable <KeyValuePair <int, ArtObjectInstance> >)level.ArtObjects, (Func <KeyValuePair <int, ArtObjectInstance>, bool>)(x =>
            {
                if (x.Value.ArtObjectName.Contains("BIT_DOOR"))
                {
                    return(!x.Value.ArtObjectName.Contains("BROKEN"));
                }
                else
                {
                    return(false);
                }
            }));
            int num6 = Enumerable.Count <Script>((IEnumerable <Script>)level.Scripts.Values, (Func <Script, bool>)(s => Enumerable.Any <ScriptAction>((IEnumerable <ScriptAction>)s.Actions, (Func <ScriptAction, bool>)(a =>
            {
                if (a.Object.Type == "Level")
                {
                    return(a.Operation == "ResolvePuzzle");
                }
                else
                {
                    return(false);
                }
            }))));
            int num7 = Enumerable.Contains <string>((IEnumerable <string>)MapNode.PuzzleLevels, this.LevelName) ? (this.LevelName == "CLOCK" ? 4 : 1) : 0;

            this.Conditions.SecretCount = num1 + num2 + num3 + num4 + num6 + num7 + num5;
            this.HasLesserGate          = Enumerable.Any <ArtObjectInstance>((IEnumerable <ArtObjectInstance>)level.ArtObjects.Values, (Func <ArtObjectInstance, bool>)(x =>
            {
                if (x.ArtObjectName.IndexOf("lesser_gate", StringComparison.InvariantCultureIgnoreCase) != -1)
                {
                    return(x.ArtObjectName.IndexOf("base", StringComparison.InvariantCultureIgnoreCase) == -1);
                }
                else
                {
                    return(false);
                }
            }));
            this.HasWarpGate = Enumerable.Any <ArtObjectInstance>((IEnumerable <ArtObjectInstance>)level.ArtObjects.Values, (Func <ArtObjectInstance, bool>)(x =>
            {
                if (!(x.ArtObjectName == "GATE_GRAVEAO") && !(x.ArtObjectName == "GATEAO") && (!(x.ArtObjectName == "GATE_INDUSTRIALAO") && !(x.ArtObjectName == "GATE_SEWERAO")) && !(x.ArtObjectName == "ZU_GATEAO"))
                {
                    return(x.ArtObjectName == "GRAVE_GATEAO");
                }
                else
                {
                    return(true);
                }
            }));
            foreach (Script script in level.Scripts.Values)
            {
                foreach (ScriptAction scriptAction in script.Actions)
                {
                    if (scriptAction.Object.Type == "Level" && scriptAction.Operation.Contains("Level"))
                    {
                        MapNode.Connection connection = new MapNode.Connection();
                        bool flag = true;
                        foreach (ScriptTrigger scriptTrigger in script.Triggers)
                        {
                            if (scriptTrigger.Object.Type == "Volume" && scriptTrigger.Event == "Enter" && scriptTrigger.Object.Identifier.HasValue)
                            {
                                int    key = scriptTrigger.Object.Identifier.Value;
                                Volume volume;
                                if (!level.Volumes.TryGetValue(key, out volume))
                                {
                                    Console.WriteLine("Warning : A level-changing script links to a nonexistent volume in " + (object)this.LevelName + " (Volume Id #" + (string)(object)key + ")");
                                    flag = false;
                                    break;
                                }
                                else if (volume.ActorSettings != null && volume.ActorSettings.IsSecretPassage)
                                {
                                    flag = false;
                                    break;
                                }
                                else
                                {
                                    connection.Face = Enumerable.First <FaceOrientation>((IEnumerable <FaceOrientation>)volume.Orientations);
                                    break;
                                }
                            }
                        }
                        if (flag)
                        {
                            string key = scriptAction.Operation == "ReturnToLastLevel" ? parent.LevelName : scriptAction.Arguments[0];
                            if (!(key == "PYRAMID") && !(key == "CABIN_INTERIOR_A") && (!(key == "THRONE") || !(this.LevelName == "ZU_CITY_RUINS")) && (!(key == "ZU_CITY_RUINS") || !(this.LevelName == "THRONE")))
                            {
                                MapNode mapNode;
                                if (!context.LoadedNodes.TryGetValue(key, out mapNode))
                                {
                                    mapNode = new MapNode()
                                    {
                                        LevelName = key
                                    };
                                    context.LoadedNodes.Add(key, mapNode);
                                    connection.Node = mapNode;
                                    if (connection.Node != parent)
                                    {
                                        if (parent != null && origin == connection.Face)
                                        {
                                            connection.Face = FezMath.GetOpposite(origin);
                                        }
                                        if (Enumerable.Contains <string>((IEnumerable <string>)MapNode.UpLevels, key))
                                        {
                                            connection.Face = FaceOrientation.Top;
                                        }
                                        else if (Enumerable.Contains <string>((IEnumerable <string>)MapNode.DownLevels, key))
                                        {
                                            connection.Face = FaceOrientation.Down;
                                        }
                                        else if (Enumerable.Contains <string>((IEnumerable <string>)MapNode.OppositeLevels, key))
                                        {
                                            connection.Face = FezMath.GetOpposite(connection.Face);
                                        }
                                        else if (Enumerable.Contains <string>((IEnumerable <string>)MapNode.BackLevels, key))
                                        {
                                            connection.Face = FaceOrientation.Back;
                                        }
                                        else if (Enumerable.Contains <string>((IEnumerable <string>)MapNode.LeftLevels, key))
                                        {
                                            connection.Face = FaceOrientation.Left;
                                        }
                                        else if (Enumerable.Contains <string>((IEnumerable <string>)MapNode.RightLevels, key))
                                        {
                                            connection.Face = FaceOrientation.Right;
                                        }
                                        else if (Enumerable.Contains <string>((IEnumerable <string>)MapNode.FrontLevels, key))
                                        {
                                            connection.Face = FaceOrientation.Front;
                                        }
                                        float num8;
                                        if (MapNode.OversizeLinks.TryGetValue(key, out num8))
                                        {
                                            connection.BranchOversize = num8;
                                        }
                                        this.Connections.Add(connection);
                                        break;
                                    }
                                    else
                                    {
                                        break;
                                    }
                                }
                                else
                                {
                                    break;
                                }
                            }
                        }
                    }
                }
            }
            this.Valid = true;
            foreach (MapNode.Connection connection in this.Connections)
            {
                connection.Node.Fill(context, this, connection.Face);
            }
        }