public static IEnumerator TrapLine(Entity player, Emplacement place, OptionEffect options) { /// TODO: recoder ca avec rift Vector3i offsetSurface = new Vector3i(0, options.OptionShape.offsetSurface, 0); Vector3i pos = place.ipos; // size = E/W=largeur, hauteur, N/S profondeur (portee) Vector3i size = options.OptionShape.shape; Vector3 base_direction = Emplacement.Truncate(place.direction, true, true); float pace = 0.1f; // TODO pace in option Block air = Block.GetBlockByName("air", false); // The air instance could prolly be shared ... // Block blk = options.OptionBlock.block; int portee = 100; BlockSetter setter = new BlockSetter(options.OptionBlock); BlockSetter setterAir = new BlockSetter(options.OptionBlock.Copy()); setterAir.options.block = air; Vector3 posf = Vectors.ToFloat(pos + offsetSurface); // string[] random_blocks = new string[]{"trapSpikesWoodDmg0", "trapSpikesWoodDmg1", "trapSpikesWoodDmg2"}; // Block[] random_blocks = options.OptionBlock.blocks; Vector3i start = Geo3D.Surface(place.ipos); for (int k = 0; k < 10; k++) { Vector3 direction = base_direction + Vectors.Float.Randomize(GameManager.Instance.World.GetGameRandom(), 0.1f); direction.y = 0; direction = direction.normalized; // IntLine traj = new IntLine(start, direction); //east IEnumerable <Vector3i> segment = IntLine.Segment(Vectors.ToFloat(start), direction, 1, 10); // skip 0 intersecting with the previous foreach (Vector3i where in segment) { Vector3i Swhere = Geo3D.Surface(where); // randomisation : "trapSpikesWoodDmg0-2" // string rdm = random_blocks[(int) Math.Floor(GameManager.Instance.World.GetGameRandom().RandomFloat*3)]; // setter.options.block = Block.GetBlockByName(rdm, false); // Block rdm = setter.Apply(Swhere + Vectors.Up); setter.Push(); start = Swhere; yield return(new WaitForEndOfFrame()); } yield return(new WaitForSeconds(0.5f)); } }
/* * * Options: * - ground (water, traps) * - recursion * - size / depth (puis avant) * - other content : Z, animal, torch, lights ... * */ public static IEnumerator Rift(EntityPlayer player, Emplacement place, OptionEffect options) { /* * Laisse des blocks tomber au dessus ? just changed erase="yes" * (longueur 1, hauteur (profonfeur), replicats) */ EntityPlayerLocal epl = player as EntityPlayerLocal; epl.cameraTransform.SendMessage("ShakeBig"); yield return(new WaitForSeconds(1f)); BlockSetter setter = new BlockSetter(options.OptionBlock); Vector3 direction = Vectors.Copy(place.direction); direction.y = 0; direction = direction.normalized; Vector3i start = Geo3D.Surface(place.ipos); for (int k = 0; k < options.OptionShape.shape.z; k++) { Vector3 kdirection = direction + Vectors.Float.Randomize(GameManager.Instance.World.GetGameRandom(), 0.2f); // IntLine traj = new IntLine(start, direction); //east IEnumerable <Vector3i> segment = IntLine.Segment(Vectors.ToFloat(start), kdirection, 0, options.OptionShape.shape.x); Vector3i prev = new Vector3i(); bool hasprev = false; foreach (Vector3i where in segment) { Vector3i Swhere = Geo3D.Surface(where); setter.Apply(Swhere); if (hasprev) { for (int creuse = 1; creuse < options.OptionShape.shape.y; creuse++) { setter.Apply(prev + creuse * Vectors.Down); } } setter.Push(); start = Swhere; yield return(new WaitForEndOfFrame()); hasprev = true; prev = Swhere; } yield return(new WaitForSeconds(1f)); } }
public static IEnumerator Rift(EntityPlayer player, Emplacement place, OptionEffect options) { /* * Laisse des blocks tomber au dessus ? just changed erase="yes" */ Vector3i offsetSurface = new Vector3i(0, options.OptionShape.offsetSurface, 0); EntityPlayerLocal epl = player as EntityPlayerLocal; epl.cameraTransform.SendMessage("ShakeBig"); yield return(new WaitForSeconds(1f)); // Vector3i shape = options.OptionShape.shape; /// (longueur, hauteur, largeur) BlockSetter setter = new BlockSetter(options.OptionBlock); Vector3i start = Geo3D.Surface(place.ipos); for (int k = 0; k < 3; k++) { // Vector3 direction = Vectors.Float.UnitX + Vectors.Float.Randomize(GameManager.Instance.World.GetGameRandom(), 0.1f); Vector3 direction = place.direction + Vectors.Float.Randomize(GameManager.Instance.World.GetGameRandom(), 0.1f); direction.y = 0; direction = direction.normalized; // IntLine traj = new IntLine(start, direction); //east IEnumerable <Vector3i> segment = IntLine.Segment(Vectors.ToFloat(start), direction, 1, 5); // skip 0 intersecting with the previous foreach (Vector3i where in segment) { Vector3i Swhere = Geo3D.Surface(where) + offsetSurface; setter.Apply(Swhere); setter.Apply(Swhere + Vectors.Up); setter.Apply(Swhere + 2 * Vectors.Up); setter.Push(); start = Swhere; yield return(new WaitForEndOfFrame()); } yield return(new WaitForSeconds(1f)); } }