public PlayerWeapon(List<DrawableObjectAbstract> pipeline, CharacterAbstract character, GameTexture animation, Vector2 gunHandle, AmmoTypeEnum ammoType, int clipSize) : base(pipeline, character, animation, gunHandle, ammoType, clipSize) { laserImage_ = TextureMap.fetchTexture(TARGET_TEXTURE_NAME); weaponFired_ = false; }
public ThrowGrenadeAction(CharacterAbstract character, AnimationInterface[] animation, Vector2 throwOffset, string actionLevel) : this(character, animation, throwOffset, actionLevel, 0, 0) { }
public Missile(List<DrawableObjectAbstract> pipeline, CollisionDetectorInterface detector, CharacterAbstract target) : base(pipeline, TextureMap.fetchTexture(TEXTURE_NAME), detector, null, RADIUS, HEIGHT, Vector2.Zero, Vector2.Zero, Vector2.Zero, DEPTH) { damage_ = DAMAGE; boundsPolygon_ = new ConvexPolygon(BOUNDS_POINTS, Vector2.Zero); target_ = target; }
internal override bool initialize() { target = (handle_ as CharacterAbstract); aiming = new SystemAiming(character_.AI_, target); return true; }
public MultiLevelActuator(Dictionary<string, Dictionary<string, CharacterActionInterface>> actions, List<string> actionLevels, CharacterAbstract character, string initialActionSet, string initialAction, string lowActionLevel, string highActionLevel) { if (ActionSetValidator.validate(actions)) { actions_ = actions; } else { throw new InvalidActionSetException("This action set is invalid for the DefaultActuator"); } character_ = character; currentActionSet_ = initialActionSet; actionLevels_ = actionLevels; CharacterActionInterface initAction = actions_[currentActionSet_][initialAction]; currentActions_ = new Dictionary<string, CharacterActionInterface>(); foreach (string s in actionLevels_) { currentActions_.Add(s, initAction); } restingAction_ = RESTINGSTATE; lowActionLevel_ = lowActionLevel; highActionLevel_ = highActionLevel; currentAnimationSet_ = 0; resources_ = new Dictionary<int, Object>(); toPause_ = false; }
public MultiLevelActuator(Dictionary<string, Dictionary<string, CharacterActionInterface>> actions, List<string> actionLevels, CharacterAbstract character, string initialActionSet) : this(actions, actionLevels, character, initialActionSet, RESTINGSTATE, actionLevels[0], "") { if (actionLevels.Count > 1) { highActionLevel_ = actionLevels_[1]; } }
public BigBossGatlingGuns(List<DrawableObjectAbstract> pipeline, CharacterAbstract character, Vector2 gunHandle) : base(pipeline, character, gunHandle) { gunTip_ = 0f; ClipSize_ = 100; CurrentAmmo_ = ClipSize_; pistol_ = true; }
public MachineGun(List<DrawableObjectAbstract> pipeline, CharacterAbstract character, Vector2 gunHandle) : base(pipeline, character, TextureMap.fetchTexture(WEAPON_TEXTURE_NAME), gunHandle, AMMO_TYPE, CLIP_SIZE) { SOUND_RADIUS = MACHINE_GUN_SOUND_RADIUS; drawOffset_ = DRAW_OFFSET; gunTip_ = gunLength_ / 2f + DRAW_OFFSET; CurrentAmmo_ = CLIP_SIZE; }
public Pistol(List<DrawableObjectAbstract> pipeline, CharacterAbstract character, Vector2 gunHandle) : base(pipeline, character, TextureMap.fetchTexture(WEAPON_TEXTURE_NAME), gunHandle, AMMO_TYPE, CLIP_SIZE) { laserImage_ = TextureMap.fetchTexture(TARGET_TEXTURE_NAME); SOUND_RADIUS = PISTOL_SOUND_RADIUS; CurrentAmmo_ = CLIP_SIZE; pistol_ = true; }
public CharacterShootAction(CharacterAbstract character, AnimationInterface[] animation, string actionLevel, int shootFrame) { character_ = character; animation_ = animation; actionLevel_ = actionLevel; shootFrame_ = shootFrame; finished_ = true; }
public CharacterCoverShootAction(CharacterAbstract character, AnimationInterface[] animation, int frameToShoot, string actionLevel) { character_ = character; animation_ = animation; frameToShoot_ = frameToShoot; priority_ = PRIORITY; actionLevel_ = actionLevel; actuator_ = null; }
public CharacterCoverMoveToAction(CharacterAbstract character, AnimationInterface animation, float speed, string actionLevel) { priority_ = PRIORITY; character_ = character; animation_ = animation; speed_ = speed; moveTo_ = Vector2.Zero; finished_ = true; actionLevel_ = actionLevel; }
public CrouchAction(CharacterAbstract character, AnimationInterface animation, String nextActionSet, Height newHeight, string actionLevel) { priority_ = PRIORITY; character_ = character; animation_ = animation; nextActionSet_ = nextActionSet; finished_ = false; newHeight_ = newHeight; actionLevel_ = actionLevel; }
public CharacterRunAction(CharacterAbstract character, AnimationInterface animation, float speed, string actionLevel) { character_ = character; animation_ = animation; speed_ = speed; moved_ = Vector2.Zero; runDirection_ = Vector2.Zero; priority_ = RUNPRIORITY; finished_ = true; actionLevel_ = actionLevel; }
public DefaultActuator(Dictionary<string, Dictionary<string, CharacterActionInterface>> actions, CharacterAbstract character, string initialActionSet) { if (ActionSetValidator.validate(actions)) { actions_ = actions; } else { throw new InvalidActionSetException("This action set is invalid for the DefaultActuator"); } character_ = character; currentActionSet_ = initialActionSet; currentAction_ = actions_[currentActionSet_]["rest"]; currentAction_.update(); }
public ThrowGrenadeAction(CharacterAbstract character, AnimationInterface[] animation, Vector2 throwOffset, string actionLevel, int holdFrame, int throwFrame) { character_ = character; animation_ = animation; throwOffset_ = throwOffset; priority_ = PRIORITY; finished_ = true; actionLevel_ = actionLevel; holdFrame_ = holdFrame; throwFrame_ = throwFrame; endFrame_ = animation_[0].getNumFrames(); }
public CharacterLookAtAction(CharacterAbstract character, string actionLevel) { character_ = character; actionLevel_ = actionLevel; priority_ = PRIORITY; newDirection_ = Vector2.Zero; location_ = Vector2.Zero; finished_ = true; if (character_ is BigBoss) { turnSpeed = TURNSPEED / 20f; } else { turnSpeed = TURNSPEED; } }
public DetachFromCoverAction(CharacterAbstract character, AnimationInterface animation, String nextActionSet, Height nextHeight, float speed, string actionLevel) { character_ = character; animation_ = animation; priority_ = PRIORITY; coverObject_ = null; positionToMoveTo_ = Vector2.Zero; finished_ = false; speed_ = speed; nextActionSet_ = nextActionSet; nextHeight_ = nextHeight; actionLevel_ = actionLevel; }
internal override bool initialize() { enemy_ = (handle_ as CharacterAbstract); Belief belief = character_.AI_.Memory_.getBelief(BeliefType.EnemyLoc, handle_); if ((enemy_ == null) || (belief == null)) { return false; } //(character_.getActuator() as DefaultActuator).throwGrenade( character_.getActuator().perform("throw", new ActionParameters( new FragGrenade(character_.pipeline_, character_.getCollisionDetector(), belief.position_ - character_.getPosition(), character_.getPosition(), character_.getDirection()) )); return true; }
public CharacterStayStillAction(CharacterAbstract character, AnimationInterface[] animation, List<string> actionLevels, string highActionLevel, string lowActionLevel) { priority_ = PRIORITY; character_ = character; animation_ = animation; actionLevels_ = actionLevels; numberAnimations_ = animation.GetLength(0); numberActionLevels_ = actionLevels_.Count; if (numberAnimations_ % numberActionLevels_!= 0) { throw new Exception("CharacterStayStillAction must have a number of animations\n" + "that is divisible by the number of action levels!"); } animationsToDraw_ = new int[numberActionLevels_]; numberAnimationsToDraw_ = 0; numberAnimationSets_ = numberAnimations_ / numberActionLevels_; highActionLevel_ = actionLevels_.IndexOf(highActionLevel) * numberAnimationSets_; lowActionLevel_ = actionLevels_.IndexOf(lowActionLevel) * numberAnimationSets_; }
public void setCharacter(CharacterAbstract character) { character_ = character; }
public Shotgun(List<DrawableObjectAbstract> pipeline, CharacterAbstract character, Vector2 gunHandle) : base(pipeline, character, TextureMap.fetchTexture(WEAPON_TEXTURE_NAME), gunHandle, AMMO_TYPE, CLIP_SIZE) { SOUND_RADIUS = SHOTGUN_SOUND_RADIUS; CurrentAmmo_ = CLIP_SIZE; }
internal override bool initialize() { enemy_ = (handle_ as CharacterAbstract); return (enemy_ != null); }
void Start() { enemy = GetComponent <CharacterAbstract>(); source = GetComponent <AudioSource>(); }
public void setCharacter(CharacterAbstract character) { }
void Start() { myTransform = GetComponent <Rigidbody2D>(); syncPos = GetComponent <Transform>().position; character = GetComponent <Player>(); }
internal override bool isValid(List<AI> teamMembers) { if (teamMembers.Count < 2) { return false; } // Create a map of how many agents have each target as their best // See if any target has at least half of the team members after him Dictionary<Object, int> targetMap = new Dictionary<object, int>(); Object mutualTarget = null; for (int i = 0; i < teamMembers.Count; i++) { Belief bestTarget = teamMembers[i].Memory_.getFirstBelief(BeliefType.BestTarget); if (bestTarget == null) { continue; } if (targetMap.ContainsKey(bestTarget.handle_)) { targetMap[bestTarget.handle_] = targetMap[bestTarget.handle_] + 1; // We're looking for a target with at least half of the team members // gunning for him if (targetMap[bestTarget.handle_] >= teamMembers.Count / 2f) { mutualTarget = bestTarget.handle_; break; } } else { targetMap.Add(bestTarget.handle_, 1); } } if (mutualTarget == null) { return false; } target_ = (CharacterAbstract)mutualTarget; return true; }
public DroneGun(List<DrawableObjectAbstract> pipeline, CharacterAbstract character, Vector2 gunHandle) : base(pipeline, character, TextureMap.fetchTexture("Pistol"), gunHandle, AMMO_TYPE, CLIP_SIZE) { this.CurrentAmmo_ = CLIP_SIZE; }
internal SystemAiming(AI ai, CharacterAbstract enemy) : base(ai) { enemy_ = enemy; }
public bool tryToPickUp(CharacterAbstract character, CollisionDetectorInterface detector) { float radDist = CommonFunctions.distance(character.getPosition(), position_); if (!hasBeenPickedUp_ && detector.checkCollision(character.getBounds(HeightEnum.LOW), bounds_, radDist, Vector2.Zero) != Vector2.Zero) { handleCollision(character); return true; } return true; }