Пример #1
0
 public void Tick()
 {
     currentTick += 1;
     // Call OnCreate on each new entity.
     while (new_entities.Count != 0)
     {
         var e = new_entities[new_entities.Count - 1];
         new_entities.RemoveAt(new_entities.Count - 1);
         e.OnCreate();
         _entities.Add(e);
         eventListener.EntityCreated(e);
     }
     // OnTick.
     foreach (var e in entities)
     {
         e.OnTick();
     }
     // Perform collision detection.
     for (var i = 0; i < colliders.Count; i += 1)
     {
         var ci    = colliders[i];
         var i_bot = ci.entity.position.y;
         var i_top = i_bot + ci.height;
         for (var j = i + 1; j < colliders.Count; j += 1)
         {
             var cj       = colliders[j];
             var j_bot    = cj.entity.position.y;
             var j_top    = j_bot + cj.height;
             var size     = ci.radius + cj.radius;
             var dist_sqr = map.DistanceSqr(ci.entity.position, cj.entity.position);
             if (dist_sqr > size * size)
             {
                 continue;
             }
             if (DReal.Max(i_bot, j_bot) > DReal.Min(i_top, j_top))
             {
                 continue;
             }
             ci.entity.OnCollision(cj.entity);
             cj.entity.OnCollision(ci.entity);
         }
     }
     // Call OnDestroy on each dead entity.
     while (dead_entities.Count != 0)
     {
         var e = dead_entities[dead_entities.Count - 1];
         dead_entities.RemoveAt(dead_entities.Count - 1);
         if (new_entities.Contains(e))
         {
             new_entities.Remove(e);
         }
         else
         {
             e.OnDestroy();
             _entities.Remove(e);
             eidToEntityMap.Remove(e.eid);
             eventListener.EntityDestroyed(e);
         }
     }
 }
Пример #2
0
 public override void OnTick()
 {
     if (health != null)
     {
         var missing_health = health.max - health.current;
         health.max     = DReal.Max(1, realMaxHealth * buildProgress);
         health.current = health.max - missing_health;
     }
 }
Пример #3
0
        public override void OnCreate()
        {
            motor       = entity.GetComponent <IMotor>();
            weapons     = entity.GetComponents <IWeapon>().ToArray();
            weaponRange = weapons.Aggregate((DReal)0, (x, y) => DReal.Max(x, y.Range()));
            Logger.Log("Weapon range is {0}", weaponRange);

            if (weapons.Length == 0)
            {
                stance = Stance.Passive;
            }
            else
            {
                stance = Stance.Active;
            }
        }
Пример #4
0
        // Range to target, adjusted by collider size.
        public DReal Range(Entity target)
        {
            var ent2d  = new DVector3(position.x, 0, position.z);
            var targ2d = new DVector3(target.position.x, 0, target.position.z);

            var dist           = World.current.map.Distance(ent2d, targ2d);
            var local_collider = GetComponent <Collider>();

            if (local_collider != null)
            {
                dist -= local_collider.radius;
            }
            var target_collider = target.GetComponent <Collider>();

            if (target_collider != null)
            {
                dist -= target_collider.radius;
            }
            return(DReal.Max(0, dist));
        }
Пример #5
0
        public override void OnTick()
        {
            var p2d  = new DVector3(entity.position.x, 0, entity.position.z);
            var targ = new Game.DVector3(target.x, 0, target.z);
            var dist = World.current.map.Distance(p2d, targ);
            var dir  = World.current.map.Direction(p2d, targ);

            if (dist < moveSpeed * World.deltaTime)
            {
                entity.position = new DVector3(target.x, entity.position.y, target.z);
            }
            else
            {
                var d = p2d + dir * moveSpeed * World.deltaTime;
                entity.position      = new DVector3(d.x, entity.position.y, d.z);
                entity.faceDirection = dir;
            }

            var terrainHeight = DReal.Max(0, World.current.map.Height(entity.position));
            var wobble        = DReal.Sin((World.current.time + wobbleOffset) * wobbleFrequency) * wobbleAmplitude;
            var targetHeight  = terrainHeight + floatOffset + wobble;

            var height_diff = DReal.Abs(targetHeight - entity.position.y);
            var newHeight   = (DReal)0;

            if (targetHeight > entity.position.y)
            {
                newHeight = entity.position.y + DReal.Min(height_diff, verticalSpeed * World.deltaTime);
            }
            else
            {
                newHeight = entity.position.y - DReal.Min(height_diff, verticalSpeed * World.deltaTime);
            }

            entity.position = new DVector3(entity.position.x,
                                           DReal.Max(terrainHeight, newHeight),
                                           entity.position.z);
        }