示例#1
0
    private void Awake()
    {
        instance = this;

        background.material.SetInt("_ZWrite", 1);
        foreground.material.SetInt("_ZWrite", 1);
    }
示例#2
0
        private void worldView_DragDrop(object sender, DragEventArgs e)
        {
            Vector2 worldPos = ScreenToWorld(e.X, e.Y);

            if (snapping)
            {
                worldPos = SnapToGrid(worldPos);
            }

            //get item
            ListViewItem item = new ListViewItem();

            if (e.Data.GetData(typeof(ListViewItem)) != null)
            {
                item = (ListViewItem)e.Data.GetData(typeof(ListViewItem));
            }

            object selectedObject = null;

            switch ((string)item.Tag)
            {
            case "Light":
                if (level.Lights.Count < 8)
                {
                    Light l = new Light();
                    l.Diffuse              = Color4.White;
                    l.Ambient              = new Color4(0.1f, 0.1f, 0.1f, 1f);
                    l.Position             = new Vector4(worldPos.X, worldPos.Y, 36, 1);
                    l.ConstantAttenuation  = 1f;
                    l.LinearAttenuation    = 1f / 3000f;
                    l.QuadraticAttenuation = 1f / 40000f;
                    level.Lights.Add(l);

                    for (int i = 0; i < 8; i++)
                    {
                        bool inUse = false;
                        for (int j = 0; j < level.Lights.Count; j++)
                        {
                            if (level.Lights[j].Index == i)
                            {
                                inUse = true;
                            }
                        }
                        if (!inUse)
                        {
                            l.Index = i;
                        }
                    }
                    selectedObject = l;
                }
                else
                {
                    MessageBox.Show("To many lights. Max light count is 8.", "Light Count", MessageBoxButtons.OK, MessageBoxIcon.Error);
                }
                break;

            case "Ball":
                Ball ball = new Ball(worldPos.X, worldPos.Y);
                level.Entities.Add(ball);
                selectedObject = ball;
                break;

            case "Block":
                Block block = new Block(worldPos.X, worldPos.Y);
                level.Entities.Add(block);
                selectedObject = block;
                break;

            case "BreakableDoor":
                BreakableDoor bdoor = new BreakableDoor(worldPos.X, worldPos.Y);
                bdoor.MaxHits = 3;
                level.Entities.Add(bdoor);
                selectedObject = bdoor;
                break;

            case "Button":
                Entities.Button button = new Entities.Button(worldPos.X, worldPos.Y);
                level.Entities.Add(button);
                selectedObject = button;
                break;

            case "Cannon":
                Cannon cannon = new Cannon(worldPos.X, worldPos.Y);
                level.Entities.Add(cannon);
                selectedObject = cannon;
                break;

            case "Door":
                Door door = new Door(worldPos.X, worldPos.Y);
                level.Entities.Add(door);
                selectedObject = door;
                break;

            /*case "LaserShooter":
             *      LaserShooter ls = new LaserShooter(worldPos.X, worldPos.Y);
             *      level.Entities.Add(ls);
             *      selectedObject = ls;
             *      break;*/
            case "Player":
                Player p = new Player(worldPos.X, worldPos.Y);
                level.Entities.Add(p);
                selectedObject = p;
                break;

            /*case "PuzzleBox":
             *      PuzzleBox pb = new PuzzleBox(worldPos.X, worldPos.Y);
             *      level.Entities.Add(pb);
             *      selectedObject = pb;
             *      break;*/
            case "SpikeWall":
                SpikeWall sw = new SpikeWall(worldPos.X, worldPos.Y);
                level.Entities.Add(sw);
                selectedObject = sw;
                break;

            /*case "Teleporter":
             *      Teleporter tp = new Teleporter(worldPos.X, worldPos.Y);
             *      level.Entities.Add(tp);
             *      selectedObject = tp;
             *      break;*/
            case "CauseAND":
                CauseAND cAnd = new CauseAND();
                level.Causes.Add(cAnd);
                selectedObject = cAnd;
                break;

            case "CauseNOT":
                CauseNOT cNot = new CauseNOT();
                level.Causes.Add(cNot);
                selectedObject = cNot;
                break;

            case "CauseOR":
                CauseOR cOr = new CauseOR();
                level.Causes.Add(cOr);
                selectedObject = cOr;
                break;

            case "CauseXOR":
                CauseXOR cXor = new CauseXOR();
                level.Causes.Add(cXor);
                selectedObject = cXor;
                break;

            case "CauseButton":
                CauseButton cBtn = new CauseButton();
                level.Causes.Add(cBtn);
                selectedObject = cBtn;
                break;

            case "CauseEntityDestruction":
                CauseEntityDestruction cEntD = new CauseEntityDestruction();
                level.Causes.Add(cEntD);
                selectedObject = cEntD;
                break;

            case "CauseLocation":
                CauseLocation cLoc = new CauseLocation();
                level.Causes.Add(cLoc);
                selectedObject = cLoc;
                break;

            case "CauseTimePassed":
                CauseTimePassed cTime = new CauseTimePassed();
                level.Causes.Add(cTime);
                selectedObject = cTime;
                break;

            case "EffectAND":
                EffectAND eAnd = new EffectAND();
                level.Effects.Add(eAnd);
                selectedObject = eAnd;
                break;

            case "EffectList":
                EffectList eList = new EffectList();
                level.Effects.Add(eList);
                selectedObject = eList;
                break;

            case "EffectDoor":
                EffectDoor eDoor = new EffectDoor();
                level.Effects.Add(eDoor);
                selectedObject = eDoor;
                break;

            case "EffectEndGame":
                EffectEndGame eEnd = new EffectEndGame();
                level.Effects.Add(eEnd);
                selectedObject = eEnd;
                break;

            case "EffectRaiseBridge":
                EffectRaiseBridge eBridge = new EffectRaiseBridge();
                level.Effects.Add(eBridge);
                selectedObject = eBridge;
                break;

            case "EffectRemoveEntity":
                EffectRemoveEntity eRemove = new EffectRemoveEntity();
                level.Effects.Add(eRemove);
                selectedObject = eRemove;
                break;

            case "EffectTriggerTimer":
                EffectTriggerTimer eTimer = new EffectTriggerTimer();
                level.Effects.Add(eTimer);
                selectedObject = eTimer;
                break;

            case "Trigger":
                Trigger t = new Trigger();
                level.Triggers.Add(t);
                selectedObject = t;
                break;
            }

            selectedItemProperties.SelectedObject = selectedObject;

            UpdateWorldTree();
        }
		private static bool LoadLevel(String filepath, out Tile[][] tileset, out List<Entity> entities, out List<Cause> causes, out List<Effect> effects, out List<Trigger> triggers, out List<Light> lights)
		{
			try
			{
				StreamReader xmlReader = new StreamReader(filepath);
				XmlSerializer xmlSerializer = new XmlSerializer(typeof(Level));
				Level level = (Level)xmlSerializer.Deserialize(xmlReader);

				entities = new List<Entity>();
				causes = new List<Cause>();
				effects = new List<Effect>();
				triggers = new List<Trigger>();
				lights = new List<Light>();

				#region Load Tileset

				int x = Convert.ToInt32(level.Tileset.x);
				int y = Convert.ToInt32(level.Tileset.y);

				tileset = new Tile[x][];

				for (int i = 0; i < x; i++)
					tileset[i] = new Tile[y];

				for (int j = 0; j < y; j++)
					for (int i = 0; i < x; i++)
						tileset[i][j] = new Tile(new Point(i, j), x, y, (TileType)level.Tileset.Tile[j * x + i].state);

				#endregion

				#region Load Entities

				if (level.Entities.Button != null)
				{
					foreach (ButtonInfo bInfo in level.Entities.Button)
					{
						Button b = new Button(bInfo.xPos, bInfo.yPos);
						b = LoadEntity<ButtonInfo, Button>(bInfo, b);
						entities.Add(b);
					}
				}

				if (level.Entities.BreakableDoor != null)
				{
					foreach (BreakableDoorInfo bdi in level.Entities.BreakableDoor)
					{
						BreakableDoor breakableDoor = new BreakableDoor(bdi.xPos, bdi.yPos);
						breakableDoor.MaxHits = bdi.maxHits;
						breakableDoor = LoadEntity<BreakableDoorInfo, BreakableDoor>(bdi, breakableDoor);
						entities.Add(breakableDoor);
					}
				}

				if (level.Entities.Cannon != null)
				{
					foreach (CannonInfo cInfo in level.Entities.Cannon)
					{
						Cannon c = new Cannon(cInfo.xPos, cInfo.yPos);
						c.BallSpeed = cInfo.shotVelocity;
						c.Stupidity = cInfo.stupidity;
						c = LoadEntity<CannonInfo, Cannon>(cInfo, c);
						entities.Add(c);
					}
				}

				if (level.Entities.Door != null)
				{
					foreach (DoorInfo dInfo in level.Entities.Door)
					{
						Door d = new Door(dInfo.xPos, dInfo.yPos);
						d.Dir = (Direction)dInfo.dir;
						d = LoadEntity<DoorInfo, Door>(dInfo, d);
						entities.Add(d);
					}
				}

				if (level.Entities.LaserShooter != null)
				{
					foreach (LaserShooterInfo lsi in level.Entities.LaserShooter)
					{
						LaserShooter ls = new LaserShooter(lsi.xPos, lsi.yPos);
						ls.BeamWidth = lsi.beamWidth;
						ls.ShotsPerSecond = lsi.shotsPerSecond;
						ls.Stupidity = lsi.stupidity;
						ls = LoadEntity<LaserShooterInfo, LaserShooter>(lsi, ls);
						entities.Add(ls);
					}
				}

				if (level.Entities.Ball != null)
				{
					foreach (BallInfo ballInfo in level.Entities.Ball)
					{
						Ball ball = new Ball(ballInfo.xPos, ballInfo.yPos);
						ball.Friction = ballInfo.friction;
						ball = LoadEntity<BallInfo, Ball>(ballInfo, ball);
						entities.Add(ball);
					}
				}

				if (level.Entities.Block != null)
				{
					foreach (BlockInfo blockInfo in level.Entities.Block)
					{
						Block block = new Block(blockInfo.xPos, blockInfo.yPos);
						block.Friction = blockInfo.friction;
						block = LoadEntity<BlockInfo, Block>(blockInfo, block);
						entities.Add(block);
					}
				}

				if (level.Entities.Player != null)
				{
					PlayerInfo pi = level.Entities.Player;
					Player player = new Player(pi.xPos, pi.yPos);
					player = LoadEntity<PlayerInfo, Player>(pi, player);
					entities.Add(player);
				}

				if (level.Entities.PuzzleBox != null)
				{
					foreach (PuzzleBoxInfo pbi in level.Entities.PuzzleBox)
					{
						PuzzleBox pb = new PuzzleBox(pbi.xPos, pbi.yPos);
						pb = LoadEntity<PuzzleBoxInfo, PuzzleBox>(pbi, pb);
						entities.Add(pb);
					}
				}

				if (level.Entities.SpikeWall != null)
				{
					foreach (SpikeWallInfo swi in level.Entities.SpikeWall)
					{
						SpikeWall sw = new SpikeWall(swi.xPos, swi.yPos);
						sw.Dir = (Direction)swi.dir;
						sw = LoadEntity<SpikeWallInfo, SpikeWall>(swi, sw);
						entities.Add(sw);
					}
				}

				if (level.Entities.Teleporter != null)
				{
					foreach (TeleporterInfo tInfo in level.Entities.Teleporter)
					{
						Teleporter t = new Teleporter(tInfo.xPos, tInfo.yPos);
						t = LoadEntity<TeleporterInfo, Teleporter>(tInfo, t);
						entities.Add(t);
					}
				}

				#endregion

				if (level.Triggers != null)
				{
					#region Load Causes

					if (level.Triggers.Cause != null)
					{
						foreach (LevelTriggersCause curCause in level.Triggers.Cause)
						{
							switch (curCause.type)
							{
								case causeType.CauseAND:
									{
										CauseAND c = new CauseAND();
										string[] data = curCause.Value.Split(',');
										c.Cause1 = causes.Find(cause => cause.ID == data[0]);
										c.Cause2 = causes.Find(cause => cause.ID == data[1]);
										c.ID = curCause.id;
										causes.Add(c);
										break;
									}
								case causeType.CauseButton:
									{
										CauseButton c = new CauseButton();
										c.Button = entities.Find(ent => ent.ID == curCause.Value) as Button;
										c.ID = curCause.id;
										causes.Add(c);
										break;
									}
								case causeType.CauseEntityDestruction:
									{
										CauseEntityDestruction c = new CauseEntityDestruction();
										c.Entity = entities.Find(ent => ent.ID == curCause.Value);
										c.ID = curCause.id;
										causes.Add(c);
										break;
									}
								case causeType.CauseLocation:
									{
										CauseLocation c = new CauseLocation();
										string[] data = curCause.Value.Split(',');
										c.Player = entities.Find(ent => ent.ID == data[0]) as Player;
										c.MinimumX = float.Parse(data[1]);
										c.MaximumX = float.Parse(data[2]);
										c.MinimumY = float.Parse(data[3]);
										c.MaximumY = float.Parse(data[4]);
										c.ID = curCause.id;
										causes.Add(c);
										break;
									}
								case causeType.CauseNOT:
									{
										CauseNOT c = new CauseNOT();
										c.Cause = causes.Find(cause => cause.ID == curCause.Value);
										c.ID = curCause.id;
										causes.Add(c);
										break;
									}
								case causeType.CauseOR:
									{
										CauseOR c = new CauseOR();
										string[] data = curCause.Value.Split(',');
										c.Cause1 = causes.Find(cause => cause.ID == data[0]);
										c.Cause2 = causes.Find(cause => cause.ID == data[1]);
										c.ID = curCause.id;
										causes.Add(c);
										break;
									}
								case causeType.CauseTimePassed:
									{
										CauseTimePassed c = new CauseTimePassed();
										c.TriggerTime = int.Parse(curCause.Value);
										c.ID = curCause.id;
										causes.Add(c);
										break;
									}
								case causeType.CauseXOR:
									{
										CauseXOR c = new CauseXOR();
										string[] data = curCause.Value.Split(',');
										c.Cause1 = causes.Find(cause => cause.ID == data[0]);
										c.Cause2 = causes.Find(cause => cause.ID == data[1]);
										c.ID = curCause.id;
										causes.Add(c);
										break;
									}
							}
						}
					}

					#endregion

					#region Load Effects

					if (level.Triggers.Effect != null)
					{
						foreach (LevelTriggersEffect curEffect in level.Triggers.Effect)
						{
							switch (curEffect.type)
							{
								case effectType.EffectAND:
									{
										EffectAND e = new EffectAND();
										string[] data = curEffect.Value.Split(',');
										e.Effect1 = effects.Find(effect => effect.ID == data[0]);
										e.Effect2 = effects.Find(effect => effect.ID == data[1]);
										e.ID = curEffect.id;
										effects.Add(e);
										break;
									}
								case effectType.EffectDoor:
									{
										EffectDoor e = new EffectDoor();
										e.Door = entities.Find(ent => ent.ID == curEffect.Value) as Door;
										e.ID = curEffect.id;
										effects.Add(e);
										break;
									}
								case effectType.EffectEndGame:
									{
										EffectEndGame e = new EffectEndGame();
										e.CharlieSheen = bool.Parse(curEffect.Value);
										e.ID = curEffect.id;
										effects.Add(e);
										break;
									}
								case effectType.EffectList:
									{
										EffectList e = new EffectList();
										string[] data = curEffect.Value.Split(',');
										foreach (string s in data)
										{
											e.List.Add(effects.Find(effect => effect.ID == s));
										}
										effects.Add(e);
										break;
									}
								case effectType.EffectRaiseBridge:
									{
										EffectRaiseBridge e = new EffectRaiseBridge();
										string[] data = curEffect.Value.Split(',');
										e.TileX = int.Parse(data[0]);
										e.TileY = int.Parse(data[1]);
										e.ID = curEffect.id;
										effects.Add(e);
										break;
									}
								case effectType.EffectRemoveEntity:
									{
										EffectRemoveEntity e = new EffectRemoveEntity();
										e.Entity = entities.Find(ent => ent.ID == curEffect.Value);
										e.ID = curEffect.id;
										effects.Add(e);
										break;
									}
								case effectType.EffectTriggerTimer:
									{
										EffectTriggerTimer e = new EffectTriggerTimer();
										e.Cause = causes.Find(cause => cause.ID == curEffect.Value) as CauseTimePassed;
										e.ID = curEffect.id;
										effects.Add(e);
										break;
									}
							}
						}
					}

					#endregion

					#region Load Triggers

					if (level.Triggers.Trigger != null)
					{
						foreach (LevelTriggersTrigger triggerData in level.Triggers.Trigger)
						{
							Trigger t = new Trigger();
							t.Cause = causes.Find(cause => cause.ID == triggerData.cause);
							t.Effect = effects.Find(effect => effect.ID == triggerData.effect);
							triggers.Add(t);
						}
					}

					#endregion
				}

				#region Load Lights

				if (level.Lights != null)
				{
					for (int i = 0; i < level.Lights.Length; i++)
					{
						LightInfo ll = level.Lights[i];
						Light l = new Light();
						l.Index = ll.index;
						string[] ambient = ll.ambient.Split(',');
						l.AmbientR = float.Parse(ambient[0]);
						l.AmbientG = float.Parse(ambient[1]);
						l.AmbientB = float.Parse(ambient[2]);
						l.AmbientA = float.Parse(ambient[3]);
						string[] diffuse = ll.diffuse.Split(',');
						l.DiffuseR = float.Parse(diffuse[0]);
						l.DiffuseG = float.Parse(diffuse[1]);
						l.DiffuseB = float.Parse(diffuse[2]);
						l.DiffuseA = float.Parse(diffuse[3]);
						string[] position = ll.position.Split(',');
						l.PositionX = float.Parse(position[0]);
						l.PositionY = float.Parse(position[1]);
						l.PositionZ = float.Parse(position[2]);
						l.PositionW = float.Parse(position[3]);
						l.ConstantAttenuation = ll.constAtten;
						l.LinearAttenuation = ll.linAtten;
						l.QuadraticAttenuation = ll.quadAtten;
						lights.Add(l);
					}
				}

				#endregion

				UIEntListEditor.entList = entities;
				UICauseListEditor.causeList = causes;
				UIEffectListEditor.effectList = effects;
				UIFormEffectListEditor.effectList = effects;

				return true;
			}
			catch (Exception e)
			{
				causes = null;
				effects = null;
				entities = null;
				tileset = null;
				triggers = null;
				lights = null;
				System.Windows.Forms.MessageBox.Show("Error. Unable to load level. Reason: " + e.Message, "Error", System.Windows.Forms.MessageBoxButtons.OK, System.Windows.Forms.MessageBoxIcon.Error);
				return false;
			}
		}