/// <summary>
        /// If the entity to go to is a tree then we set it as our target tree.
        /// If the rntity to go to is a lumber mill then we set it as our target
        /// mill.
        ///
        /// Otherwise it delegates to the parent's implementation.
        /// </summary>
        /// <param name="toEntity"></param>
        /// <param name="distance"></param>
        public override void MoveDistanceInFrontOfEntity(GameEntity toEntity, int distance)
        {
            // If the target is a tree then save it
            // as a target.
            if (toEntity is TreeEntity)
            {
                m_TargetTree = (TreeEntity)toEntity;
                if (!m_MyStateMachine.IsInState(GLumberjack_TreeTravel.GetInstance()))
                {
                    m_MyStateMachine.ChangeState(GLumberjack_TreeTravel.GetInstance());
                }
            }
            // If it is a lumbermill then save it
            // as a target.
            else if (toEntity is LumberMill)
            {
                m_TargetLumberMill = (LumberMill)toEntity;
                if (!m_MyStateMachine.IsInState(GLumberjack_MillTravel.GetInstance()))
                {
                    m_MyStateMachine.ChangeState(GLumberjack_MillTravel.GetInstance());
                }
            }


            // Perform the normal logic.
            base.MoveDistanceInFrontOfEntity(toEntity, distance);
            Vector2 tempOut;

            if (FindPathToDestination(m_WorldPosition, m_DestinationPosition, out tempOut))
            {
                m_DestinationPosition = tempOut;
            }
            //Vector2 startIndex = Map.MapHandler.GetInstance().GetTileIndex(m_WorldPosition);
            //Vector2 endIndex = Map.MapHandler.GetInstance().GetTileIndex(m_DestinationPosition);
            //// Call path finder to find path from the startIndex to the endIndex.
            //m_pnCurrPath = m_pfMyPathFinder.FindPath(startIndex, endIndex);
            //// If a pass was found then set the first node in the path
            //// as the first destination.
            //if (m_pnCurrPath != null)
            //{
            //    m_DestinationPosition = Map.MapHandler.GetInstance().GetTilePosition(m_pnCurrPath.GetNodePosition());
            //}
        }
        /// <summary>
        /// Sets both target mill and tree to null.
        /// Then it refers to the parent.
        /// </summary>
        /// <param name="targetPos"></param>
        public override void MoveTo(Vector2 targetPos)
        {
            m_TargetLumberMill = null;
            m_TargetEntity     = null;

            if (FindPathToDestination(m_WorldPosition, targetPos, out targetPos))
            {
                base.MoveTo(targetPos);
            }
            //Vector2 startIndex = Map.MapHandler.GetInstance().GetTileIndex(m_WorldPosition);
            //Vector2 endIndex = Map.MapHandler.GetInstance().GetTileIndex(targetPos);

            //// Call Pathfinder find a path from the startIndex to the end index.
            //m_pnCurrPath = m_pfMyPathFinder.FindPath(startIndex, endIndex);

            //// If a path was found, then make the first node in the
            //// path the first destination of this entity.
            //if (m_pnCurrPath != null)
            //{
            //    targetPos = Map.MapHandler.GetInstance().GetTilePosition(m_pnCurrPath.GetNodePosition());

            //    base.MoveTo(targetPos);
            //}
        }
 public void SetTargetLumberMill(LumberMill mill)
 {
     m_TargetLumberMill = mill;
 }
 public void SetTargetLumberMill(LumberMill mill)
 {
     m_TargetLumberMill = mill;
 }
        /// <summary>
        /// Sets both target mill and tree to null.
        /// Then it refers to the parent.
        /// </summary>
        /// <param name="targetPos"></param>
        public override void MoveTo(Vector2 targetPos)
        {
            m_TargetLumberMill = null;
            m_TargetEntity = null;

            if (FindPathToDestination(m_WorldPosition, targetPos, out targetPos))
            {
                base.MoveTo(targetPos);
            }
            //Vector2 startIndex = Map.MapHandler.GetInstance().GetTileIndex(m_WorldPosition);
            //Vector2 endIndex = Map.MapHandler.GetInstance().GetTileIndex(targetPos);

            //// Call Pathfinder find a path from the startIndex to the end index.
            //m_pnCurrPath = m_pfMyPathFinder.FindPath(startIndex, endIndex);

            //// If a path was found, then make the first node in the
            //// path the first destination of this entity.
            //if (m_pnCurrPath != null)
            //{
            //    targetPos = Map.MapHandler.GetInstance().GetTilePosition(m_pnCurrPath.GetNodePosition());

            //    base.MoveTo(targetPos);
            //}
        }
        /// <summary>
        /// If the entity to go to is a tree then we set it as our target tree.
        /// If the rntity to go to is a lumber mill then we set it as our target
        /// mill.
        /// 
        /// Otherwise it delegates to the parent's implementation.
        /// </summary>
        /// <param name="toEntity"></param>
        /// <param name="distance"></param>
        public override void MoveDistanceInFrontOfEntity(GameEntity toEntity, int distance)
        {
            // If the target is a tree then save it
            // as a target.
            if (toEntity is TreeEntity)
            {
                m_TargetTree = (TreeEntity)toEntity;
                if(!m_MyStateMachine.IsInState(GLumberjack_TreeTravel.GetInstance()))
                    m_MyStateMachine.ChangeState(GLumberjack_TreeTravel.GetInstance());
            }
            // If it is a lumbermill then save it
            // as a target.
            else if (toEntity is LumberMill)
            {
                m_TargetLumberMill = (LumberMill)toEntity;
                if(!m_MyStateMachine.IsInState(GLumberjack_MillTravel.GetInstance()))
                    m_MyStateMachine.ChangeState(GLumberjack_MillTravel.GetInstance());
            }

            // Perform the normal logic.
            base.MoveDistanceInFrontOfEntity(toEntity, distance);
            Vector2 tempOut;
            if (FindPathToDestination(m_WorldPosition, m_DestinationPosition, out tempOut))
            {
                m_DestinationPosition = tempOut;
            }
            //Vector2 startIndex = Map.MapHandler.GetInstance().GetTileIndex(m_WorldPosition);
            //Vector2 endIndex = Map.MapHandler.GetInstance().GetTileIndex(m_DestinationPosition);
            //// Call path finder to find path from the startIndex to the endIndex.
            //m_pnCurrPath = m_pfMyPathFinder.FindPath(startIndex, endIndex);
            //// If a pass was found then set the first node in the path
            //// as the first destination.
            //if (m_pnCurrPath != null)
            //{
            //    m_DestinationPosition = Map.MapHandler.GetInstance().GetTilePosition(m_pnCurrPath.GetNodePosition());
            //}
        }
Exemplo n.º 7
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        /// <summary>
        /// Sets both target mill and tree to null.
        /// Then it refers to the parent.
        /// </summary>
        /// <param name="targetPos"></param>
        public override void MoveTo(Vector2 targetPos)
        {
            m_TargetLumberMill = null;
            m_TargetEntity = null;

            base.MoveTo(targetPos);
        }