//so originally the mod wasn't going to involve a normal terraria world at all, and the played would be dumped into a now-cut level (some of the content of which has ended up in the desert arena) //this is what would have happened before the player was dropped in static SequenceQueue ConstructIntroSequence(Player player) { Vector2 destination = 16 * new Vector2(259, 1726); SequenceQueue queue = new SequenceQueue(Sequence.IntroCutscene); PlayerFixer pf = player.GetModPlayer <PlayerFixer>(); queue.Append(new ImmobiliseItem()); queue.Append(new PlayerHolderItem(player, new Vector2(4756 * 16, 249 * 16))); queue.Append(new ChangeMountItem(player, ModContent.GetInstance <StartingShip>().Type)); queue.Append(new SpawnChangeItem(destination, player)); queue.Append(new PauseItem(300)); queue.Append(new SpeechItem(new SpeechBubble("Hmmm, this doesn't look anything like my starmap...so it was a left at the Crab Nebula, right at the supermassive black hole, right at the...", (int)pf.GetScreenPosition().X, (int)pf.GetScreenPosition().Y, 400, 480), pf, new Vector2(100, -100))); queue.Append(new SpeechItem(new SpeechBubble("Oh my mistake that should have been a left at the Crab Nebula, which means on the map I should be...", (int)pf.GetScreenPosition().X, (int)pf.GetScreenPosition().Y, 400, 300), pf, new Vector2(100, -100))); queue.Append(new SpeechItem(new SpeechBubble("...off the edge of it. Which makes me lost.", (int)pf.GetScreenPosition().X, (int)pf.GetScreenPosition().Y, 400, 300), pf, new Vector2(100, -100))); queue.Append(new PauseItem(240)); queue.Append(new SpeechItem(new SpeechBubble("I wonder what's on the radio in these parts...", (int)pf.GetScreenPosition().X, (int)pf.GetScreenPosition().Y, 400, 300), pf, new Vector2(100, -100))); queue.Append(new SoundEffectItem(665, "Sounds/RadioSound")); queue.Append(new SpeechItem(new SpeechBubble("Gosh they've got some weird music around here.", (int)pf.GetScreenPosition().X, (int)pf.GetScreenPosition().Y, 400, 180), pf, new Vector2(100, -100))); queue.Append(new SpeechItem(new SpeechBubble("ERROR: ENGINE FAILURE!", (int)pf.GetScreenPosition().X, (int)pf.GetScreenPosition().Y, 400, 180), pf, new Vector2(-400, -100))); queue.Append(new SpaceShipCrashItem(player)); queue.Append(new SpeechItem(new SpeechBubble("This is not at all good...", (int)pf.GetScreenPosition().X, (int)pf.GetScreenPosition().Y, 400, 180), pf, new Vector2(100, -100))); queue.Append(new SpaceShipCrashItem(player)); queue.Append(new PlayerHolderItem(player, destination)); queue.Append(new PauseItem(240)); queue.Append(new SpaceShipCrashItem(player)); queue.Append(new ChangeMountItem(player)); queue.Append(new PlayerHolderItem(player)); queue.Append(new MobiliseItem()); return(queue); }
//If origin == destination don't do the space sequence //Change spawn, takeoff, teleport, inflight, teleport, landing, changemount, mobilise public static SequenceQueue ConstructSpaceSequence(Dimensions.Dimensions origin, Dimensions.Dimensions destination, Player player, Vector2 destLoc, bool addPlatform = false) { SequenceQueue queue = new SequenceQueue(Sequence.InSpace); queue.Append(new ImmobiliseItem()); queue.Append(new SpawnChangeItem(destLoc, player)); queue.Append(new ShipTakeOffItem(player)); if (origin != destination) { queue.Append(new ChangeDimensionItem(Dimensions.Dimensions.Travel)); queue.Append(new TeleportItem(spaceLocation, player)); queue.Append(new ShipTravelItem((origin, destination), player)); queue.Append(new ChangeDimensionItem(destination)); } if (addPlatform) { queue.Append(new AddPlatformItem(destLoc / 16f, destination)); } queue.Append(new TeleportItem(destLoc, player)); queue.Append(new ShipLandItem(player)); queue.Append(new ChangeMountItem(player)); queue.Append(new MobiliseItem()); return(queue); }
public object Clone() { SequenceQueue queue = new SequenceQueue(sequence); foreach (SequenceQueueElement s in elements) { queue.Append((SequenceQueueElement)s.Clone()); } return(queue); }
public static SequenceQueue ConstructBasicShopSequence(Character src, string introText, params ShopItem[] items) { SequenceQueue queue = new SequenceQueue(Sequence.ShopTalk); queue.Append(new StopAIItem(src)); queue.Append(new ClearAmbientTextItem()); queue.Append(new CancellableSpeechItem(introText, src, new Vector2(40, -40), 400, 60)); queue.Append(new ShopSeqItem(src, items, items)); queue.Append(new SpeechItem(Main.rand.Next(goodbyeText), src, new Vector2(40, -40), 400, 60)); queue.Append(new StartAIItem(src)); return(queue); }
public static SequenceQueue ConstructTestShopSequence(Character src, string introText, params ShopItem[] items) { /* * SequenceQueue queue = new SequenceQueue(Sequence.ShopTalk); * queue.Append(new StopAIItem(src)); * queue.Append(new ClearAmbientTextItem()); * queue.Append(new SelectionSpeechItem("How can I help you today?", src, new Vector2(40, -40), 400, new SpeechOption("Who are you?", )) * queue.Append(new CancellableSpeechItem(introText, src, new Vector2(40, -40), 400, 60)); * queue.Append(new ShopSeqItem(src, items, items)); * queue.Append(new SpeechItem(Main.rand.Next(goodbyeText), src, new Vector2(40, -40), 400, 60)); * queue.Append(new StartAIItem(src)); */ SequenceQueue queue = new SequenceQueue(Sequence.InSpace); return(queue); }
public SequenceTrigger(Rectangle rect, Sequence seq) { sequence = SequenceBuilder.CloneSequence(seq); triggerRegion = rect; }