Пример #1
0
        protected override bool ValidateState(Contexts contexts, PlayerEntity player)
        {
            player.gamePlay.GameState = player.playerSkyMove.GameState;

            if (!player.playerSkyMove.IsParachuteAttached)
            {
                _logger.Warn("Sky Parachuting State is not valid.");
                PlayerSkyMoveUtility.AttachParachute(contexts, player, true);
                if (!player.playerSkyMove.IsParachuteAttached)
                {
                    if (CheckLandCondition(player))
                    {
                        _logger.InfoFormat("SKyDive Rollback: Parachuting To Landing State");
                        player.playerSkyMove.MoveStage = (int)SkyMoveStage.Landing;
                    }
                    else
                    {
                        _logger.InfoFormat("SKyDive Rollback: Parachuting To Gliding State");
                        player.playerSkyMove.MoveStage = (int)SkyMoveStage.Gliding;
                    }

                    return(false);
                }
            }

            return(true);
        }
Пример #2
0
 public static void ValidateStateAfterUpdate(Contexts contexts, PlayerEntity player)
 {
     if (!player.playerSkyMove.IsMoveEnabled && player.playerSkyMove.IsParachuteAttached)
     {
         PlayerSkyMoveUtility.DetachParachute(contexts, player);
     }
 }
Пример #3
0
        private void CommonSkyMoveLand(Contexts contexts, PlayerEntity player)
        {
            _logger.DebugFormat("SKyDive: Detach Parachute To Landing State");

            player.stateInterface.State.ParachutingEnd();
            PlayerSkyMoveUtility.DetachParachute(contexts, player);
        }
Пример #4
0
        protected override bool ValidateState(Contexts contexts, PlayerEntity player)
        {
            player.gamePlay.GameState = player.playerSkyMove.GameState;

            if (player.playerSkyMove.IsParachuteAttached)
            {
                _logger.Warn("Sky Gliding State is not valid.");
                PlayerSkyMoveUtility.DetachParachute(contexts, player);
            }

            return(true);
        }
Пример #5
0
        protected override bool ValidateState(Contexts contexts, PlayerEntity player)
        {
            if (player.playerSkyMove.GameState != -1)
            {
                player.gamePlay.GameState = player.playerSkyMove.GameState;
            }

            if (player.playerSkyMove.IsParachuteAttached)
            {
                _logger.Warn("Sky Start State is not valid.");
                PlayerSkyMoveUtility.DetachParachute(contexts, player);
//                player.playerSkyMove.MoveStage = (int) SkyMoveStage.Parachuting;
//                return false;
            }
            return(true);
        }
Пример #6
0
        private void ServerOpenParachute(Contexts contexts, PlayerEntity player)
        {
            var playerSkyMove = player.playerSkyMove;

            _logger.DebugFormat("server " +
                                "OpenParachute-----------------------------------------------------------------,{0}," +
                                " IsWaitForAttach:{1},IsParachuteAttached:{2} ", playerSkyMove.IsReadyForAttachParachute(), playerSkyMove.IsWaitForAttach, playerSkyMove.IsParachuteAttached);

            if (playerSkyMove.IsReadyForAttachParachute())
            {
                player.stateInterface.State.Parachuting(() =>
                {
                    _logger.DebugFormat("server Parachuting call " +
                                        "back-----------------------------------------------------------------");
                    PlayerSkyMoveUtility.AttachParachute(contexts, player, false);
                });
            }
            else if (!playerSkyMove.IsParachuteLoading && playerSkyMove.Parachute == null)
            {
                PlayerSkyMoveUtility.DelayLoadParachute(player, contexts);
            }
        }
Пример #7
0
        protected void OpenParachute(Contexts contexts, PlayerEntity player)
        {
            var playerSkyMove = player.playerSkyMove;

            _logger.DebugFormat("OpenParachute-----------------------------------------------------------------,{0}," +
                                " IsWaitForAttach:{1},IsParachuteAttached:{2} ", playerSkyMove.IsReadyForAttachParachute(), playerSkyMove.IsWaitForAttach, playerSkyMove.IsParachuteAttached);

            if (playerSkyMove.IsReadyForAttachParachute())
            {
                player.stateInterface.State.Parachuting(() =>
                {
                    _logger.DebugFormat("Parachuting call " +
                                        "back-----------------------------------------------------------------");
                    PlayerSkyMoveUtility.AttachParachute(contexts, player, false);
                });
                player.soundManager.Value.PlayOnce(EPlayerSoundType.OpenParachute);
                playerSkyMove.IsWaitForAttach = true;
            }
            else if (!playerSkyMove.IsParachuteLoading && playerSkyMove.Parachute == null)
            {
                PlayerSkyMoveUtility.DelayLoadParachute(player, contexts);
                playerSkyMove.IsParachuteLoading = true;
            }
        }
Пример #8
0
        protected void OpenParachute(Contexts contexts, PlayerEntity player)
        {
            var playerSkyMove = player.playerSkyMove;

            _logger.DebugFormat("OpenParachute-----------------------------------------------------------------,{0}," +
                                " IsWaitForAttach:{1},IsParachuteAttached:{2} ", playerSkyMove.IsReadyForAttachParachute(), playerSkyMove.IsWaitForAttach, playerSkyMove.IsParachuteAttached);

            if (playerSkyMove.IsReadyForAttachParachute())
            {
                player.stateInterface.State.Parachuting(() =>
                {
                    _logger.DebugFormat("Parachuting call " +
                                        "back-----------------------------------------------------------------");
                    PlayerSkyMoveUtility.AttachParachute(contexts, player, false);
                });
                player.AudioController().PlaySimpleAudio((EAudioUniqueId)5029, true);
                playerSkyMove.IsWaitForAttach = true;
            }
            else if (!playerSkyMove.IsParachuteLoading && playerSkyMove.Parachute == null)
            {
                PlayerSkyMoveUtility.DelayLoadParachute(player, contexts);
                playerSkyMove.IsParachuteLoading = true;
            }
        }