public static void LoadAttack(XElement element, string parentDebugName, bool triggerOnce, List <Attack> attacks) { var attack = new Attack(element, parentDebugName); if (!triggerOnce) { var multipliedAfflictions = attack.GetMultipliedAfflictions((float)Timing.Step); attack.Afflictions.Clear(); foreach (Affliction affliction in multipliedAfflictions) { attack.Afflictions.Add(affliction, null); } } attacks.Add(attack); }
public LevelTrigger(XElement element, Vector2 position, float rotation, float scale = 1.0f, string parentDebugName = "") { TriggererPosition = new Dictionary <Entity, Vector2>(); worldPosition = position; if (element.Attributes("radius").Any() || element.Attributes("width").Any() || element.Attributes("height").Any()) { physicsBody = new PhysicsBody(element, scale) { CollisionCategories = Physics.CollisionLevel, CollidesWith = Physics.CollisionCharacter | Physics.CollisionItem | Physics.CollisionProjectile | Physics.CollisionWall }; physicsBody.FarseerBody.OnCollision += PhysicsBody_OnCollision; physicsBody.FarseerBody.OnSeparation += PhysicsBody_OnSeparation; physicsBody.FarseerBody.IsSensor = true; physicsBody.FarseerBody.IsStatic = true; physicsBody.FarseerBody.IsKinematic = true; ColliderRadius = ConvertUnits.ToDisplayUnits(Math.Max(Math.Max(PhysicsBody.radius, PhysicsBody.width / 2.0f), PhysicsBody.height / 2.0f)); physicsBody.SetTransform(ConvertUnits.ToSimUnits(position), rotation); } cameraShake = element.GetAttributeFloat("camerashake", 0.0f); stayTriggeredDelay = element.GetAttributeFloat("staytriggereddelay", 0.0f); randomTriggerInterval = element.GetAttributeFloat("randomtriggerinterval", 0.0f); randomTriggerProbability = element.GetAttributeFloat("randomtriggerprobability", 0.0f); UseNetworkSyncing = element.GetAttributeBool("networksyncing", false); unrotatedForce = element.Attribute("force") != null && element.Attribute("force").Value.Contains(',') ? element.GetAttributeVector2("force", Vector2.Zero) : new Vector2(element.GetAttributeFloat("force", 0.0f), 0.0f); ForceFluctuationInterval = element.GetAttributeFloat("forcefluctuationinterval", 0.01f); ForceFluctuationStrength = Math.Max(element.GetAttributeFloat("forcefluctuationstrength", 0.0f), 0.0f); ForceFalloff = element.GetAttributeBool("forcefalloff", true); ForceVelocityLimit = ConvertUnits.ToSimUnits(element.GetAttributeFloat("forcevelocitylimit", float.MaxValue)); string forceModeStr = element.GetAttributeString("forcemode", "Force"); if (!Enum.TryParse(forceModeStr, out forceMode)) { DebugConsole.ThrowError("Error in LevelTrigger config: \"" + forceModeStr + "\" is not a valid force mode."); } CalculateDirectionalForce(); string triggeredByStr = element.GetAttributeString("triggeredby", "Character"); if (!Enum.TryParse(triggeredByStr, out triggeredBy)) { DebugConsole.ThrowError("Error in LevelTrigger config: \"" + triggeredByStr + "\" is not a valid triggerer type."); } UpdateCollisionCategories(); triggerOthersDistance = element.GetAttributeFloat("triggerothersdistance", 0.0f); var tagsArray = element.GetAttributeStringArray("tags", new string[0]); foreach (string tag in tagsArray) { tags.Add(tag.ToLower()); } if (triggeredBy.HasFlag(TriggererType.OtherTrigger)) { var otherTagsArray = element.GetAttributeStringArray("allowedothertriggertags", new string[0]); foreach (string tag in otherTagsArray) { allowedOtherTriggerTags.Add(tag.ToLower()); } } foreach (XElement subElement in element.Elements()) { switch (subElement.Name.ToString().ToLowerInvariant()) { case "statuseffect": statusEffects.Add(StatusEffect.Load(subElement, string.IsNullOrEmpty(parentDebugName) ? "LevelTrigger" : "LevelTrigger in " + parentDebugName)); break; case "attack": case "damage": var attack = new Attack(subElement, string.IsNullOrEmpty(parentDebugName) ? "LevelTrigger" : "LevelTrigger in " + parentDebugName); var multipliedAfflictions = attack.GetMultipliedAfflictions((float)Timing.Step); attack.Afflictions.Clear(); foreach (Affliction affliction in multipliedAfflictions) { attack.Afflictions.Add(affliction, null); } attacks.Add(attack); break; } } forceFluctuationTimer = Rand.Range(0.0f, ForceFluctuationInterval); randomTriggerTimer = Rand.Range(0.0f, randomTriggerInterval); }