GetAimDir() public method

Get the direction to aim that bullet
public GetAimDir ( ) : float
return float
示例#1
0
        public override ERunStatus Run(Bullet bullet)
        {
            ENodeType ENodeType = Node.NodeType;
            float value = (float)(Node.GetValue(this) * Math.PI / 180);

            switch (ENodeType)
            {
                case ENodeType.sequence:
                {
                    bullet.Direction = bullet.GetFireData().srcDir + value;
                }
                break;
                case ENodeType.absolute:
                {
                    bullet.Direction = value;
                }
                break;
                case ENodeType.relative:
                {
                    bullet.Direction = bullet.Direction + value;
                }
                break;
                default:
                {
                    bullet.Direction = bullet.GetAimDir() + value;
                }
                break;
            }

            TaskFinished = true;
            return ERunStatus.End;
        }
示例#2
0
        public override ERunStatus Run(Bullet bullet)
        {
            ENodeType ENodeType = Node.NodeType;
            float     value     = (float)(Node.GetValue(this) * Math.PI / 180);

            switch (ENodeType)
            {
            case ENodeType.sequence:
            {
                bullet.Direction = bullet.GetFireData().srcDir + value;
            }
            break;

            case ENodeType.absolute:
            {
                bullet.Direction = value;
            }
            break;

            case ENodeType.relative:
            {
                bullet.Direction = bullet.Direction + value;
            }
            break;

            default:
            {
                bullet.Direction = bullet.GetAimDir() + value;
            }
            break;
            }

            TaskFinished = true;
            return(ERunStatus.End);
        }
示例#3
0
        /// <summary>
        /// Run this task and all subtasks against a bullet
        /// This is called once a frame during runtime.
        /// </summary>
        /// <returns>ERunStatus: whether this task is done, paused, or still running</returns>
        /// <param name="bullet">The bullet to update this task against.</param>
        public override ERunStatus Run(Bullet bullet)
        {
            //Find which direction to shoot the new bullet
            if (DirNode != null)
            {
                //get the direction continade in the node
                float newBulletDirection = (int)DirNode.GetValue(this) * (float)Math.PI / (float)180;
                switch (DirNode.NodeType)
                {
                    case ENodeType.sequence:
                    {
                        bullet.GetFireData().srcDir += newBulletDirection;
                    }
                    break;

                    case ENodeType.absolute:
                    {
                        bullet.GetFireData().srcDir = newBulletDirection;
                    }
                    break;

                    case ENodeType.relative:
                    {
                        bullet.GetFireData().srcDir = newBulletDirection + bullet.Direction;
                    }
                    break;

                    default:
                    {
                        bullet.GetFireData().srcDir = newBulletDirection + bullet.GetAimDir();
                    }
                    break;
                }
            }
            else
            {
                //otherwise if no direction node, aim the bullet at the bad guy
                bullet.GetFireData().srcDir = bullet.GetAimDir();
            }

            //Create the new bullet
            Bullet newBullet = bullet.MyBulletManager.CreateBullet();

            if (newBullet == null)
            {
                //wtf did you do???
                TaskFinished = true;
                return ERunStatus.End;
            }

            //initialize the bullet from a reference node, or our bullet node
            if (RefNode != null)
            {
                //Add an empty task to the bullet and populate it with all the params
                BulletMLTask bulletBlankTask = newBullet.CreateTask();

                //Add all the params to the new task we just added to that bullet
                for (int i = 0; i < RefNode.ChildNodes.Count; i++)
                {
                    bulletBlankTask.ParamList.Add(RefNode.ChildNodes[i].GetValue(this));
                }

                //init the bullet now that all our stuff is prepopulated
                BulletMLNode subNode = bullet.MyNode.GetRootNode().FindLabelNode(RefNode.Label, ENodeName.bullet);
                newBullet.Init(subNode);
            }
            else
            {
                //if there is no ref node, there has to be  bullet node
                newBullet.Init(BulletNode);
            }

            //set the location of the new bullet
            newBullet.X = bullet.X;
            newBullet.Y = bullet.Y;

            //set the owner of the new bullet to this dude
            newBullet._tasks[0].Owner = this;

            //set the direction of the new bullet
            newBullet.Direction = bullet.GetFireData().srcDir;

            //Has the speed for new bullets been set in the source bullet yet?
            if (!bullet.GetFireData().speedInit && newBullet.GetFireData().speedInit)
            {
                bullet.GetFireData().srcSpeed = newBullet.Velocity;
                bullet.GetFireData().speedInit = true;
            }
            else
            {
                //find the speed for new bullets and store it in the source bullet
                if (SpeedNode != null)
                {
                    //Get the speed from a speed node
                    float newBulletSpeed = SpeedNode.GetValue(this);
                    if (SpeedNode.NodeType == ENodeType.sequence || SpeedNode.NodeType == ENodeType.relative)
                    {
                        bullet.GetFireData().srcSpeed += newBulletSpeed;
                    }
                    else
                    {
                        bullet.GetFireData().srcSpeed = newBulletSpeed;
                    }
                }
                else
                {
                    if (!newBullet.GetFireData().speedInit)
                    {
                        bullet.GetFireData().srcSpeed = 1;
                    }
                    else
                    {
                        bullet.GetFireData().srcSpeed = newBullet.Velocity;
                    }
                }
            }

            newBullet.GetFireData().speedInit = false;
            newBullet.Velocity = bullet.GetFireData().srcSpeed;

            TaskFinished = true;
            return ERunStatus.End;
        }
示例#4
0
        /// <summary>
        /// Run this task and all subtasks against a bullet
        /// This is called once a frame during runtime.
        /// </summary>
        /// <returns>ERunStatus: whether this task is done, paused, or still running</returns>
        /// <param name="bullet">The bullet to update this task against.</param>
        public override ERunStatus Run(Bullet bullet)
        {
            //Find which direction to shoot the new bullet
            if (DirNode != null)
            {
                //get the direction continade in the node
                float newBulletDirection = (int)DirNode.GetValue(this) * (float)Math.PI / (float)180;
                switch (DirNode.NodeType)
                {
                case ENodeType.sequence:
                {
                    bullet.GetFireData().srcDir += newBulletDirection;
                }
                break;

                case ENodeType.absolute:
                {
                    bullet.GetFireData().srcDir = newBulletDirection;
                }
                break;

                case ENodeType.relative:
                {
                    bullet.GetFireData().srcDir = newBulletDirection + bullet.Direction;
                }
                break;

                default:
                {
                    bullet.GetFireData().srcDir = newBulletDirection + bullet.GetAimDir();
                }
                break;
                }
            }
            else
            {
                //otherwise if no direction node, aim the bullet at the bad guy
                bullet.GetFireData().srcDir = bullet.GetAimDir();
            }

            //Create the new bullet
            Bullet newBullet = bullet.MyBulletManager.CreateBullet();

            if (newBullet == null)
            {
                //wtf did you do???
                TaskFinished = true;
                return(ERunStatus.End);
            }

            //initialize the bullet from a reference node, or our bullet node
            if (RefNode != null)
            {
                //Add an empty task to the bullet and populate it with all the params
                BulletMLTask bulletBlankTask = newBullet.CreateTask();

                //Add all the params to the new task we just added to that bullet
                for (int i = 0; i < RefNode.ChildNodes.Count; i++)
                {
                    bulletBlankTask.ParamList.Add(RefNode.ChildNodes[i].GetValue(this));
                }

                //init the bullet now that all our stuff is prepopulated
                BulletMLNode subNode = bullet.MyNode.GetRootNode().FindLabelNode(RefNode.Label, ENodeName.bullet);
                newBullet.Init(subNode);
            }
            else
            {
                //if there is no ref node, there has to be  bullet node
                newBullet.Init(BulletNode);
            }

            //set the location of the new bullet
            newBullet.X = bullet.X;
            newBullet.Y = bullet.Y;

            //set the owner of the new bullet to this dude
            newBullet._tasks[0].Owner = this;

            //set the direction of the new bullet
            newBullet.Direction = bullet.GetFireData().srcDir;

            //Has the speed for new bullets been set in the source bullet yet?
            if (!bullet.GetFireData().speedInit&& newBullet.GetFireData().speedInit)
            {
                bullet.GetFireData().srcSpeed  = newBullet.Velocity;
                bullet.GetFireData().speedInit = true;
            }
            else
            {
                //find the speed for new bullets and store it in the source bullet
                if (SpeedNode != null)
                {
                    //Get the speed from a speed node
                    float newBulletSpeed = SpeedNode.GetValue(this);
                    if (SpeedNode.NodeType == ENodeType.sequence || SpeedNode.NodeType == ENodeType.relative)
                    {
                        bullet.GetFireData().srcSpeed += newBulletSpeed;
                    }
                    else
                    {
                        bullet.GetFireData().srcSpeed = newBulletSpeed;
                    }
                }
                else
                {
                    if (!newBullet.GetFireData().speedInit)
                    {
                        bullet.GetFireData().srcSpeed = 1;
                    }
                    else
                    {
                        bullet.GetFireData().srcSpeed = newBullet.Velocity;
                    }
                }
            }

            newBullet.GetFireData().speedInit = false;
            newBullet.Velocity = bullet.GetFireData().srcSpeed;

            TaskFinished = true;
            return(ERunStatus.End);
        }
示例#5
0
        public override ERunStatus Run(Bullet bullet)
        {
            if (InitialRun)
            {
                InitialRun = false;

                //Get the amount to change direction from the nodes
                float value = (float)(Node.GetChildValue(ENodeName.direction, this) * Math.PI / 180);                 //also make sure to convert to radians

                //How do we want to change direction?
                ChangeType = Node.GetChild(ENodeName.direction).NodeType;
                switch (ChangeType)
                {
                case ENodeType.sequence:
                {
                    //We are going to add this amount to the direction every frame
                    DirectionChange = value;
                }
                break;

                case ENodeType.absolute:
                {
                    //We are going to go in the direction we are given, regardless of where we are pointing right now
                    DirectionChange = (float)(value - bullet.Direction);
                }
                break;

                case ENodeType.relative:
                {
                    //The direction change will be relative to our current direction
                    DirectionChange = (float)(value);
                }
                break;

                default:
                {
                    //the direction change is to aim at the enemy
                    DirectionChange = ((bullet.GetAimDir() + value) - bullet.Direction);
                }
                break;
                }

                //keep the direction between 0 and 360
                if (DirectionChange > Math.PI)
                {
                    DirectionChange -= 2 * (float)Math.PI;
                }
                else if (DirectionChange < -Math.PI)
                {
                    DirectionChange += 2 * (float)Math.PI;
                }

                //The sequence type of change direction is unaffected by the duration
                if (ChangeType != ENodeType.sequence)
                {
                    //Divide by the duration so we ease into the direction change
                    DirectionChange /= (float)Duration;
                }
            }

            //change the direction of the bullet by the correct amount
            bullet.Direction += DirectionChange;

            //decrement the amount if time left to run and return End when this task is finished
            Duration--;
            if (Duration <= 0)
            {
                TaskFinished = true;
                return(ERunStatus.End);
            }
            else
            {
                //since this task isn't finished, run it again next time
                return(ERunStatus.Continue);
            }
        }
        public override ERunStatus Run(Bullet bullet)
        {
            if (InitialRun)
            {
                InitialRun = false;

                //Get the amount to change direction from the nodes
                float value = (float)(Node.GetChildValue(ENodeName.direction, this) * Math.PI / 180); //also make sure to convert to radians

                //How do we want to change direction?
                ChangeType = Node.GetChild(ENodeName.direction).NodeType;
                switch (ChangeType)
                {
                    case ENodeType.sequence:
                    {
                        //We are going to add this amount to the direction every frame
                        DirectionChange = value;
                    }
                    break;

                    case ENodeType.absolute:
                    {
                        //We are going to go in the direction we are given, regardless of where we are pointing right now
                        DirectionChange = (float)(value - bullet.Direction);
                    }
                    break;

                    case ENodeType.relative:
                    {
                        //The direction change will be relative to our current direction
                        DirectionChange = (float)(value);
                    }
                    break;

                    default:
                    {
                        //the direction change is to aim at the enemy
                        DirectionChange = ((bullet.GetAimDir() + value) - bullet.Direction);
                    }
                    break;
                }

                //keep the direction between 0 and 360
                if (DirectionChange > Math.PI)
                {
                    DirectionChange -= 2 * (float)Math.PI;
                }
                else if (DirectionChange < -Math.PI)
                {
                    DirectionChange += 2 * (float)Math.PI;
                }

                //The sequence type of change direction is unaffected by the duration
                if (ChangeType != ENodeType.sequence)
                {
                    //Divide by the duration so we ease into the direction change
                    DirectionChange /= (float)Duration;
                }
            }

            //change the direction of the bullet by the correct amount
            bullet.Direction += DirectionChange;

            //decrement the amount if time left to run and return End when this task is finished
            Duration--;
            if (Duration <= 0)
            {
                TaskFinished = true;
                return ERunStatus.End;
            }
            else
            {
                //since this task isn't finished, run it again next time
                return ERunStatus.Continue;
            }
        }