protected override bool _OnRegister(TorqueObject owner)
        {
            if (!base._OnRegister(owner) || !(owner is T2DSceneObject))
                return false;

            if (mount != null)
            {

                List<T2DSceneObject> mountedObjects = new List<T2DSceneObject>();
                mount.GetMountedObjects("*", mountedObjects);

                foreach (T2DSceneObject obj in mountedObjects)
                    TorqueObjectDatabase.Instance.Register(obj);

                TorqueObjectDatabase.Instance.Register(mount);
                float rotation = 0.0f;
                Vector2 linkPointOffset;

                if (mount.LinkPoints.HasLinkPoint(linkPointName))
                {
                    mount.LinkPoints.GetLinkPoint(linkPointName, out linkPointOffset, out rotation);
                    mount.Mount(SceneObject, linkPointName, -(linkPointOffset + mountOffset), 0, true);
                }
            }

            return true;
        }
        public override void CopyTo(TorqueObject obj)
        {
            base.CopyTo(obj);

            GUISplash obj2 = (GUISplash)obj;
            obj2.OnFadeFinished = OnFadeFinished;
        }
 protected override bool _OnRegister(TorqueObject owner)
 {
     if (!base._OnRegister(owner) || !(owner is T2DSceneObject))
         return false;
     else
         return true;
 }
Пример #4
0
        public override void CopyTo(TorqueObject obj)
        {
            base.CopyTo(obj);

            GUIText obj2 = (GUIText)obj;
            obj2.Text = Text;
        }
        protected override bool _OnRegister(TorqueObject owner)
        {
            if (!base._OnRegister(owner) || !(owner is T2DSceneObject))
                return false;

            ParallaxManager.Instance.AddParallaxObj(SceneObject, magnitude);

            return true;
        }
        /// <summary>
        /// Return the player who controls this object.  If no player controls the object then returns null.
        /// </summary>
        /// <param name="controlObject">Object controlled by player.</param>
        /// <returns>Player controlling object or null if no player controls the object.</returns>
        public Player GetPlayer(TorqueObject controlObject)
        {
            int idx = GetPlayerIndex(controlObject);

            if (idx < 0)
                return null;

            return _players[idx];
        }
        protected override bool _OnRegister(TorqueObject owner)
        {
            if (!base._OnRegister(owner) || !(owner is T2DSceneObject))
                return false;

            motor = SceneObject.Components.FindComponent<BoundedRotationComponent>();

            return true;
        }
        protected override bool _OnRegister(TorqueObject owner)
        {
            if (!base._OnRegister(owner) || !(owner is T2DSceneObject))
                return false;

            SceneObject.SetObjectType(PlatformerData.EnemyTriggerObjectType, true);

            return true;
        }
        protected override bool _OnRegister(TorqueObject owner)
        {
            if (!base._OnRegister(owner))
                return false;

            SceneObject.SetObjectType(PlatformerData.DamageTriggerObjecType, true);

            return true;
        }
        protected override bool _OnRegister(TorqueObject owner)
        {
            _sceneGroup = Owner as ISceneObject;

            if (!base._OnRegister(owner))
                return false;

            return true;
        }
        protected override bool _OnRegister(TorqueObject owner)
        {
            if (!base._OnRegister(owner) || !(Owner is T2DSceneObject))
                return false;

            T2DSceneObject sceneObject = owner as T2DSceneObject;
            _SetupInputMap(sceneObject, _playerNumber, "gamepad" + _playerNumber, "keyboard");

            return true;
        }
        protected override bool _OnRegister(TorqueObject owner)
        {
            if (!base._OnRegister(owner) || !(owner is T2DSceneObject))
                return false;

            if(replacementTemplate != null)
                replaced = false;
            else
                replaced = true;

            return true;
        }
        protected override bool _OnRegister(TorqueObject owner)
        {
            if (!base._OnRegister(owner) || !(owner is T2DSceneObject))
                return false;

            controller = new AIRangedAttackController();

            controller.AttackDist = AttackDist;
            controller.AlertDist = AlertDist;
            controller.Attacks = Attacks;

            return true;
        }
        protected override bool _OnRegister(TorqueObject owner)
        {
            if (!base._OnRegister(owner) || !(owner is T2DSceneObject))
                return false;

            controller = new AIKamikazeeController();

            controller.AttackDist = minAttackDist;
            controller.AlertDist = maxAlertDist;
            controller.Attacks = attacks;

            return true;
        }
        protected override bool _OnRegister(TorqueObject owner)
        {
            if (!base._OnRegister(owner))
                return false;

            controller = new AIChaseController();

            controller.AlertDist = AlertDist;
            controller.AttackDist = AttackDist;
            controller.Attacks = Attacks;
            controller.Bounces = Bounces;

            return true;
        }
Пример #16
0
        ///<summary>
        ///Called when the owner is registered
        ///</summary>
        protected override bool _OnRegister(TorqueObject owner)
        {
            if (!base._OnRegister(owner) || !(owner is T2DSceneObject))
                return false;

            //todo: perform initialization for the component

            //todo: look up interfaces exposed by other components
            //E.g.,
            //_theirInterface =
            //     Owner.Components.GetInterface<ValueInterface<float>>(
            //         "float", "their interface name");

            T2DSceneCamera camera =
                TorqueObjectDatabase.Instance.FindObject<T2DSceneCamera>("Camera");

            camera.CenterPosition = CameraCenter;
            camera.Extent = CameraExtent;
            camera.Mount(SceneObject, "", false);
            camera.TrackMountRotation = false;

            GUISceneview sceneview = new GUISceneview();
            sceneview.Name = "DefaultSceneView";
            sceneview.Camera = camera;
            sceneview.NoRenderMask =
                TorqueObjectDatabase.Instance.GetObjectType("instrument");

            GUISceneview minimapView =
                TorqueObjectDatabase.Instance.FindObject<GUISceneview>("MinimapView");
            if (null != minimapView)
                minimapView.Folder = sceneview;
            GUISceneview instrumentView =
                TorqueObjectDatabase.Instance.FindObject<GUISceneview>("InstrumentView");
            if (null != instrumentView)
                instrumentView.Folder = sceneview;

            GUICanvas.Instance.SetContentControl(sceneview);

            return true;
        }
        protected override bool _OnRegister(TorqueObject owner)
        {
            if (!base._OnRegister(owner))
                return false;

            _sceneObject = owner as T2DSceneObject;

            if (_sceneObject.Collision == null)
                Assert.Fatal(false, "TriggerComponent requires a T2DCollisionComponent. Please add these components to your trigger.\n\nTrigger position: " + _sceneObject.Position.ToString());

            // make sure the collision component has at least one image
            if (_sceneObject.Collision.Images.Count == 0)
                _sceneObject.Collision.InstallImage(new T2DPolyImage());

            // make sure the collision and physics settigns are correct
            _sceneObject.Collision.OnCollision = OnCollision;
            _sceneObject.Collision.CollidesWith = TorqueObjectType.NoObjects;
            _sceneObject.Collision.SolveOverlap = false;
            _sceneObject.CollisionsEnabled = true;

            return true;
        }
Пример #18
0
        /// <summary>
        /// Called after the owner is registered to allow interfaces
        /// to be registered
        /// </summary>
        protected override void _RegisterInterfaces(TorqueObject owner)
        {
            base._RegisterInterfaces(owner);

            // todo: register interfaces to be accessed by other components
            // E.g.,
            // Owner.RegisterCachedInterface(
            //      "float", "interface name", this, _ourInterface);
        }
Пример #19
0
        /// <summary>
        /// Called when the owner is registered
        /// </summary>
        protected override bool _OnRegister(TorqueObject owner)
        {
            if (!base._OnRegister(owner) || !(owner is T2DSceneObject))
                return false;

            // todo: perform initialization for the component

            // todo: look up interfaces exposed by other components
            // E.g.,
            // _theirInterface =
            //      Owner.Components.GetInterface<ValueInterface<float>>(
            //          "float", "their interface name");

            SceneObject.CollisionsEnabled = true;
            SceneObject.Collision.OnCollision = OnCollision;

            return true;
        }
Пример #20
0
        ///<summary>
        ///Called when the owner is registered
        ///</summary>
        protected override bool _OnRegister(TorqueObject owner)
        {
            if (!base._OnRegister(owner) || !(owner is T2DSceneObject))
                return false;

            //todo: perform initialization for the component

            //todo: look up interfaces exposed by other components
            //E.g.,
            //_theirInterface =
            //     Owner.Components.GetInterface<ValueInterface<float>>(
            //         "float", "their interface name");

            //activate tick callback for this component.
            ProcessList.Instance.AddTickCallback(Owner, this);

            Program.Engine.GameTimeSchedule.Schedule(100, ScheduledStartSound);

            return true;
        }
 public void Initialize(TorqueObject owner)
 {
     _OnRegister(owner);
 }
        internal override bool _RemoveObject(TorqueObject obj)
        {
            GUIControl ctrl = obj as GUIControl;

            Assert.Fatal(ctrl != null, "GUIControl._RemoveObject - Attempted to remove non-GUIControl.");
            Assert.Fatal(_awake == ctrl.Awake, "GUIControl:.RemoveObject - Child control wake state is bad.");

            // sleep control
            if (_awake)
                ctrl.Sleep();

            return base._RemoveObject(obj);
        }
Пример #23
0
        ///<summary>
        ///Called when the owner is registered
        ///</summary>
        protected override bool _OnRegister(TorqueObject owner)
        {
            if (!base._OnRegister(owner) || !(owner is T2DSceneObject))
                return false;

            //todo: perform initialization for the component

            //todo: look up interfaces exposed by other components
            //E.g.,
            //_theirInterface =
            //     Owner.Components.GetInterface<ValueInterface<float>>(
            //         "float", "their interface name");

            //activate animation callback for this component.
            ProcessList.Instance.AddAnimationCallback(Owner, this);

            return true;
        }
        protected override bool _OnRegister(TorqueObject owner)
        {
            // call base
            if (!base._OnRegister(owner))
                return false;

            // register with the process list so we get a tick
            ProcessList.Instance.AddTickCallback(owner, this);

            return true;
        }
        /// <summary>
        /// Return the index of the player who controls this object.  If no player controls the object then returns -1.
        /// </summary>
        /// <param name="controlObject">Object controlled by player.</param>
        /// <returns>Index of player or -1 if no player controls the object.</returns>
        public int GetPlayerIndex(TorqueObject controlObject)
        {
            for (int i = 0; i < _players.Count; i++)
                if (_players[i].ControlObject == controlObject)
                    return i;

            return -1;
        }
        public override void CopyTo(TorqueObject obj)
        {
            base.CopyTo(obj);

            T2DSceneCamera dest = (T2DSceneCamera)obj;
            dest.ResizeToDisplayAspectRatio = this.ResizeToDisplayAspectRatio;
            dest.ResizeToDisplayAspectRatioWithFixedWidth = this.ResizeToDisplayAspectRatioWithFixedWidth;
            dest._camToWorld = this._camToWorld;
            dest._sceneMin = this._sceneMin;
            dest._sceneMax = this._sceneMax;
            dest.CenterPosition = this.CenterPosition;
            dest.Extent = this.Extent;
            dest.FarDistance = FarDistance;
        }
        protected override bool _OnRegister(TorqueObject owner)
        {
            if (!base._OnRegister(owner) || !(owner is T2DSceneObject))
                return false;

            // Add movement due to physics component just after default order.
            ProcessList.Instance.AddTickCallback(owner, this, 0.6f);

            // first check to see if there are any force generators
            if (owner.Components.GetInterface<TorqueInterfaceWrap<IT2DForceGenerator>>("force", String.Empty) != null)
            {
                if (_forceGenerators == null)
                    _forceGenerators = new List<TorqueInterfaceWrap<IT2DForceGenerator>>();
                _forceGenerators.Clear();
                owner.Components.GetInterfaceList<TorqueInterfaceWrap<IT2DForceGenerator>>("force", String.Empty, _forceGenerators);
            }

            return true;
        }
        protected override bool _OnRegister(TorqueObject owner)
        {
            if (!base._OnRegister(owner) || !(owner is T2DSceneObject))
                return false;

            mountEvent = new TorqueEvent<bool>("mountAction");

            TorqueEventManager.Instance.MgrListenEvents<bool>(mountEvent, ProcessMount, null);

            // Set the type of the melee object to a damage trigger type so it collides with enemies
            SceneObject.SetObjectType(PlatformerData.DamageTriggerObjecType, true);

            // Make sure we tell the melee object what to collide with,  in this case
            // it will only collide with enemies (non-player actors)
            SceneObject.Collision.CollidesWith += PlatformerData.EnemyObjectType;

            return true;
        }
 protected override void _RegisterInterfaces(TorqueObject owner)
 {
     base._RegisterInterfaces(owner);
 }
        internal override void _AddObject(TorqueObject obj)
        {
            GUIControl ctrl = obj as GUIControl;
            Assert.Fatal(ctrl != null, "GUIControl._AddObject - Attempted to add non-GUIControl.");

            if (!ctrl.IsRegistered)
                TorqueObjectDatabase.Instance.Register(ctrl);

            Assert.Fatal(ctrl.IsRegistered, "GUIControl._AddObject - Attempted to add an unregistered GUIControl.");

            if (!ctrl.IsRegistered)
                return;

            base._AddObject(ctrl);

            // wake new child control if we are awake
            if (_awake)
                ctrl.Awaken();

            // if we are adding a child, notify the parent that we've been added
            GUIControl parent = ctrl.Parent;

            if (parent != null)
                parent._OnChildAdd(ctrl);
        }