Пример #1
0
 private void ExitEffect_EffectCompletedEvent(object sender, Sprite e)
 {
     exitEffect = null;
     if (!IsMultiplayer)
     {
         StartIrisIn();
     }
     else
     {
         if (Owner.PlayerList.Count > 0)
         {
             Owner.ExitLock = this;
             Owner.CameraSystem.IsFrozen = true;
             remainingMultiplayerWaitFrames = (int)(DefaultMultiplayerWait * 60f);
             state = ExitTransitionState.MultiplayerWait;
         }
         else
         {
             remainingMultiplayerWaitFrames = 0;
             StartIrisIn();
         }
     }
 }
Пример #2
0
        /// <summary>
        ///   A method called when a player enters a section exit.
        /// </summary>
        /// <param name="player">
        ///   The player that has entered the section exit.
        /// </param>
        public void PlayerEntered(Sprite player)
        {
            state = (SourceBehavior != ExitSourceBehavior.Door) ? ExitTransitionState.ExitEffectInProgress :
                    (IsMultiplayer) ? (Owner.PlayerList.Count > 0) ? ExitTransitionState.MultiplayerWait : ExitTransitionState.IrisIn
                    : ExitTransitionState.IrisIn;
            Owner.RemoveSpriteOnNextFrame(player);
            PlayersInExit.Enqueue(player);
            Owner.CameraSystem.IsFrozen = true;

            if (SourceBehavior != ExitSourceBehavior.Door)
            {
                AudioPlaybackEngine.Instance.PlaySound(warpSound, (sender, e) => { });
                Direction shiftDirection = GetSourceShiftDirection();
                exitEffect = new ExitEffect(player, Hitbox, shiftDirection);
                exitEffect.EffectCompletedEvent += ExitEffect_EffectCompletedEvent;
            }
        }
Пример #3
0
        /// <summary>
        ///   Updates this section exit.
        /// </summary>
        public void Update()
        {
            exitEffect?.Update();

            if (state == ExitTransitionState.MultiplayerWait)
            {
                if (remainingMultiplayerWaitFrames > 0) { remainingMultiplayerWaitFrames--; }
                else
                {
                    StartIrisIn();
                }
            }

            if (state == ExitTransitionState.TransitionDelay)
            {
                if (remainingTransitionTimeoutFrames > 0) { remainingTransitionTimeoutFrames--; }
                else
                {
                    Owner.Owner.OnSectionExit(this);
                    state = ExitTransitionState.NoTransitionOccurring;
                }
            }
        }
Пример #4
0
        /// <summary>
        ///   Queues a sequence of players to emerge from a section exit.
        /// </summary>
        /// <param name="players"></param>
        public void Emerge(IEnumerable<Sprite> players)
        {
            state = ExitTransitionState.ExitEffectInProgress;
            players.ForEach(p => PlayersInExit.Enqueue(p));

            var first = PlayersInExit.Dequeue();
            PlacePlayerToEmerge(first);
            exitEffect = new ExitEffect(first, GetEmergeHitbox(first), GetDestinationShiftDirection());
            AudioPlaybackEngine.Instance.PlaySound(warpSound, (sender, e) => { });

            EventHandler<Sprite> recursiveHandler = null;

            recursiveHandler = (sender, e) =>
            {
                if (PlayersInExit.Count > 0)
                {
                    Owner.AddSprite(e);
                    e.Owner = Owner;
                    var next = PlayersInExit.Dequeue();
                    exitEffect = new ExitEffect(next, GetEmergeHitbox(next), GetDestinationShiftDirection());
                    exitEffect.EffectCompletedEvent += recursiveHandler;
                    AudioPlaybackEngine.Instance.PlaySound(warpSound, (s, args) => { });
                }
                else
                {
                    Owner.AddSprite(e);
                    e.Owner = Owner;
                    Owner.CameraSystem.IsFrozen = false;
                    exitEffect = null;
                }
            };

            exitEffect.EffectCompletedEvent += recursiveHandler;
        }