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; }
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); }
/// <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; }
/// <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); }
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; } }