public override void Update(GameTime gameTime) { frame.WorldMatrix = WorldMatrix; if (UnitCount > 0 && !Dead && WaveFSM.WaveStepState.WeaponsFree) { UnitDelay += gameTime.ElapsedGameTime.Milliseconds; if (UnitDelay > MaxUnitDelay) { UnitCount--; UnitDelay -= MaxUnitDelay; UnitShip s = (UnitShip)SpawnCard.GetUnit(FactionNumber); ParentLevel.AddObject(s); s.SetLevel((IsUpdgraded ? 3 : 2) * WaveManager.DifficultyMult, 1); if (GetTeam() == WaveManager.ActiveTeam) { float Theta = 0; float Offset = 0; Vector3 Position3 = new Vector3(Position.X(), Y, Position.Y()); while (!TestFree(Position.get(), Theta, Offset, Size.X())) { Theta += (float)Math.PI / 10f; if (Theta > Math.PI * 2) { Theta -= (float)Math.PI * 2; Offset += Size.X() / 2; } } Vector2 BestPosition = Position.get() + Logic.ToVector2(Theta) * Offset; s.Position.set(BestPosition); Position3 = new Vector3(BestPosition.X, 0, BestPosition.Y); for (int j = 0; j < 30; j++) { ParticleManager.CreateParticle(Position3, Rand.V3() * 200, new Color(1, 0.75f, 0.5f), 20, 5); } Position3 = new Vector3(Position.X(), 0, Position.Y()); ParticleManager.CreateParticle(Position3, Vector3.Zero, new Color(1, 0.75f, 0.5f), Size.X() * 5, 4); for (int i = 0; i < 30; i++) { ParticleManager.CreateParticle(Position3, Rand.V3() * 200, new Color(1, 0.75f, 0.5f), 20, 5); } } else { s.Position.set(NeutralManager.GetSpawnPosition()); } } } base.Update(gameTime); }
private void SpawnUnit(UnitShip s) { ParentLevel.AddObject(s); s.SetLevel(1, 1); PlaceRotationMult += PlaceRotationMultChange; if (PlaceRotationMult > 1) { PlaceRotationMult -= 1; } s.Position.set(Position.get() + Logic.ToVector2(PlaceRotationMult * PlaceRotation) * (Size.X() + s.Size.X()) / 1.95f); }
private void SummonUnits() { if (!CanSummon) { return; } Vector3 Position3 = new Vector3(Position.X(), 0, Position.Y()); CanSummon = false; HasSummoned = true; float Theta = 0; float Offset = Size.X() * 2; for (int i = 0; i < SummonCard.GhostCount; i++) { UnitShip u = (UnitShip)SummonCard.GetUnit(FactionNumber); ParentLevel.AddObject(u); while (!TestFree(Position.get(), Theta, Offset, Size.X())) { Theta += (float)Math.PI / 10f; if (Theta > Math.PI * 2) { Theta -= (float)Math.PI * 2; Offset += Size.X(); } } Vector2 BestPosition = Logic.ToVector2(Theta) * Offset + Position.get(); u.SetForGhost(); u.SetLevel(UnitLevel, 1); u.Position.set(BestPosition); Position3 = new Vector3(BestPosition.X, 0, BestPosition.Y); for (int j = 0; j < 30; j++) { ParticleManager.CreateParticle(Position3, Rand.V3() * 200, new Color(1, 0.75f, 0.5f), 20, 5); } } Position3 = new Vector3(Position.X(), 0, Position.Y()); ParticleManager.CreateParticle(Position3, Vector3.Zero, new Color(1, 0.75f, 0.5f), Size.X() * 5, 4); for (int i = 0; i < 30; i++) { ParticleManager.CreateParticle(Position3, Rand.V3() * 200, new Color(1, 0.75f, 0.5f), 20, 5); } }
private void Activate() { if (!WaveStepState.WeaponsFree) { return; } FactionManager.AddEnergy(ParentShip.FactionNumber, -150); Vector3 Position3 = new Vector3(ParentShip.Position.X(), 0, ParentShip.Position.Y()); float Theta = 0; float Offset = ParentShip.Size.X() * 2; FactionManager.Factions[ParentShip.FactionNumber].roundReport.UnitsSpawned += MyCard.GhostCount; for (int i = 0; i < MyCard.GhostCount; i++) { UnitShip u = (UnitShip)MyCard.GetUnit(ParentShip.FactionNumber); ParentShip.ParentLevel.AddObject(u); while (!ParentShip.TestFree(ParentShip.Position.get(), Theta, Offset, ParentShip.Size.X())) { Theta += (float)Math.PI / 10f; if (Theta > Math.PI * 2) { Theta -= (float)Math.PI * 2; Offset += ParentShip.Size.X(); } } Vector2 BestPosition = Logic.ToVector2(Theta) * Offset + ParentShip.Position.get(); u.SetForGhost(); u.Position.set(BestPosition); u.SetLevel(WaveManager.CurrentWave / 5f * WaveCard.LevelMult, 1); Position3 = new Vector3(BestPosition.X, 0, BestPosition.Y); for (int j = 0; j < 30; j++) { ParticleManager.CreateParticle(Position3, Rand.V3() * 200, new Color(1, 0.75f, 0.5f), 20, 5); } } ParticleManager.CreateParticle(Position3, Vector3.Zero, new Color(1, 0.75f, 0.5f), ParentShip.Size.X() * 5, 4); for (int i = 0; i < 30; i++) { ParticleManager.CreateParticle(Position3, Rand.V3() * 200, new Color(1, 0.75f, 0.5f), 20, 5); } }