private void CreatePlayer(int id, CharacterBlueprint c) { LogicEntity e = Contexts.sharedInstance.logic.CreateEntity(); //Add the logic e.AddPlayerID(id); e.AddPosition( new FixedVector2(0, 0) ); e.AddRotation(0); e.AddScale( new FixedVector2( CharacterBlueprint.scale, CharacterBlueprint.scale) ); e.AddVelocity( new FixedVector2(0, 0) ); e.AddAcceleration( new FixedVector2(0, 0) ); e.isMovable = true; e.AddLastPosition(e.position.value); e.AddLastVelocity(e.velocity.value); //Movement e.AddCurrentMovementX(0, 0, 0); e.AddGroundMovement(c.groundSpeed, c.groundAcceleration); e.AddAirMovement(c.airSpeed, c.airAcceleration); e.AddDashMovement(c.dashSpeed, c.dashAcceleration, c.dashLength); e.AddStunMovement(0, FixedMath.Create(2)); e.AddWallRideMovement( c.maxSlideSpeed, c.fastSlideFactor, c.innerJump, c.neutralJump, c.outerJump, //acceleration FixedMath.Create(2, 10), //walljump length FixedMath.Create(25, 100), //stick time FixedMath.Create(5, 100) ); e.AddDirection(1); //Jump e.AddTimeToApex(c.timeToJumpApex); e.AddMinJump(c.minJump); // 1.5 e.AddMaxJump(c.maxJump); e.AddJumpsAllowed(c.jumpsAllowed); e.AddJumpsCompleted(0); e.AddFastFallFactor(c.fastFallFactor); e.AddTerminalVelocity(c.terminalVelocity); e.AddFastFallTerminalVelocity(c.terminalVelocityFastFall); e.AddBounceHeight(c.bounceHeight); e.AddStunTime(FixedMath.Hundredth * 2); e.AddReflectionDampening(c.reflectionDampPlayer.x, c.reflectionDampPlayer.y); e.AddCollider(new Determinism.BoxCollider(e.position.value, c.playerColOffsetPosition * CharacterBlueprint.scale, c.playerColScale * CharacterBlueprint.scale)); e.AddOnRayCastCollision(new CommandInput.PlayerRayCastCollisionCommand(e.id.value)); e.AddOnTriggerEnter(new OnTriggerEnterCommand(e.id.value)); e.collider.value.tag = Tag.PLAYER; e.collider.value.mask = (Mask)(1 << (id + 1)); e.collider.value.check = e.collider.value.check.AddFlags(Mask.DEFAULT, Mask.P1, Mask.P2, Mask.P3, Mask.P4, Mask.P5, Mask.P6, Mask.P7, Mask.P8); e.collider.value.check = e.collider.value.check.RemoveFlag(e.collider.value.mask); e.AddPusher(new List <Passenger> ()); e.isHitable = true; e.AddWeight(c.weightFactor); e.AddHat(CreateHat(id, e.id.value, c)); e.isRespawn = true; var view = Object.Instantiate(c.player).GetComponent <IView>(); view.Link(e, Contexts.sharedInstance.logic); }
private int CreateHat(int id, int ownerID, CharacterBlueprint c) { LogicEntity e = Contexts.sharedInstance.logic.CreateEntity(); e.AddPosition( new FixedVector2(0, 0) ); e.AddRotation(0); e.AddLastRotation(0); e.AddScale(new FixedVector2( CharacterBlueprint.scale, CharacterBlueprint.scale) ); e.AddVelocity( new FixedVector2(0, 0) ); e.AddAcceleration( new FixedVector2(0, 0) ); e.isMovable = true; e.AddLastPosition(e.position.value); e.AddLastVelocity(e.velocity.value); //Movement e.AddDirection(1); //Follow e.isAttached = true; e.AddFollowPoint(ownerID, c.followSpeed, c.followPoint, c.pickUpRadius, c.maxRotation); //gravity is 50 * greater than in game e.AddGravity(c.gravity * 50); e.AddFriction(c.normalFriction, c.dangerousFriction); e.AddDrag(c.normalDrag, c.dangerousDrag); //* 50 / 10 from original amt e.AddThrowMovement(c.throwPower * 5, 0); //Throw e.AddKnockBack(c.blowBack); e.AddStunTime(c.stunTime); e.AddReflectionDampening(c.reflectionDampHat.x, c.reflectionDampHat.y); //collision e.AddCollider(new Determinism.BoxCollider(e.position.value, c.hatColOffsetPosition * CharacterBlueprint.scale, c.hatColScale * CharacterBlueprint.scale)); e.AddOnRayCastCollision(new CommandInput.HatRayCastCollisionCommand(e.id.value)); e.collider.value.tag = Tag.HAT; e.collider.value.mask = (Mask)(1 << (id + 1)); e.collider.value.isTrigger = true; e.collider.value.check = e.collider.value.check.AddFlags(Mask.DEFAULT, Mask.P1, Mask.P2, Mask.P3, Mask.P4, Mask.P5, Mask.P6, Mask.P7, Mask.P8); e.collider.value.check = e.collider.value.check.RemoveFlag(e.collider.value.mask); e.isHitable = true; e.isPusheable = true; e.AddWeight(c.weightFactor); var view = Object.Instantiate(c.hat).GetComponent <IView>(); view.Link(e, Contexts.sharedInstance.logic); return(e.id.value); }