Пример #1
0
    /// <summary>
    ///   Called when returning from the editor
    /// </summary>
    public void OnReturnFromEditor()
    {
        UpdatePatchSettings(false);

        // Now the editor increases the generation so we don't do that here anymore

        // Make sure player is spawned
        SpawnPlayer();

        // Check win conditions
        if (!CurrentGame.FreeBuild && Player.Species.Generation >= 20 &&
            Player.Species.Population >= 300 && !wonOnce)
        {
            HUD.ToggleWinBox();
            wonOnce = true;
        }

        // Update the player's cell
        Player.ApplySpecies(Player.Species);

        // Spawn another cell from the player species
        Player.ResetOrganelleLayout();

        Player.Divide();

        HUD.OnEnterStageTransition();
        HUD.HideReproductionDialog();

        StartMusic();

        if (!CurrentGame.FreeBuild)
        {
            SaveHelper.AutoSave(this);
        }
    }
Пример #2
0
    public override void _Process(float delta)
    {
        // https://github.com/Revolutionary-Games/Thrive/issues/1976
        if (delta <= 0)
        {
            return;
        }

        FluidSystem.Process(delta);
        TimedLifeSystem.Process(delta);
        ProcessSystem.Process(delta);
        microbeAISystem.Process(delta);

        if (gameOver)
        {
            guidanceLine.Visible = false;

            // Player is extinct and has lost the game
            // Show the game lost popup if not already visible
            HUD.ShowExtinctionBox();

            return;
        }

        if (Player != null)
        {
            spawner.Process(delta, Player.Translation, Player.Rotation);
            Clouds.ReportPlayerPosition(Player.Translation);

            TutorialState.SendEvent(TutorialEventType.MicrobePlayerOrientation,
                                    new RotationEventArgs(Player.Transform.basis, Player.RotationDegrees), this);

            TutorialState.SendEvent(TutorialEventType.MicrobePlayerCompounds,
                                    new CompoundBagEventArgs(Player.Compounds), this);

            TutorialState.SendEvent(TutorialEventType.MicrobePlayerTotalCollected,
                                    new CompoundEventArgs(Player.TotalAbsorbedCompounds), this);

            elapsedSinceCompoundPositionCheck += delta;

            if (elapsedSinceCompoundPositionCheck > Constants.TUTORIAL_COMPOUND_POSITION_UPDATE_INTERVAL)
            {
                elapsedSinceCompoundPositionCheck = 0;

                if (TutorialState.WantsNearbyCompoundInfo())
                {
                    TutorialState.SendEvent(TutorialEventType.MicrobeCompoundsNearPlayer,
                                            new CompoundPositionEventArgs(Clouds.FindCompoundNearPoint(Player.Translation, glucose)),
                                            this);
                }

                guidancePosition = TutorialState.GetPlayerGuidancePosition();
            }

            if (guidancePosition != null)
            {
                guidanceLine.Visible   = true;
                guidanceLine.LineStart = Player.Translation;
                guidanceLine.LineEnd   = guidancePosition.Value;
            }
            else
            {
                guidanceLine.Visible = false;
            }
        }
        else
        {
            guidanceLine.Visible = false;

            if (!spawnedPlayer)
            {
                GD.PrintErr("MicrobeStage was entered without spawning the player");
                SpawnPlayer();
            }
            else
            {
                // Respawn the player once the timer is up
                playerRespawnTimer -= delta;

                if (playerRespawnTimer <= 0)
                {
                    HandlePlayerRespawn();
                }
            }
        }

        // Start auto-evo if stage entry finished, don't need to auto save,
        // settings have auto-evo be started during gameplay and auto-evo is not already started
        if (TransitionFinished && !wantsToSave && Settings.Instance.RunAutoEvoDuringGamePlay)
        {
            GameWorld.IsAutoEvoFinished(true);
        }

        // Save if wanted
        if (TransitionFinished && wantsToSave)
        {
            if (!CurrentGame.FreeBuild)
            {
                SaveHelper.AutoSave(this);
            }

            wantsToSave = false;
        }
    }