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); }
/// <summary> /// Parse a specified node and bullet into this task /// </summary> /// <param name="myNode">the node for this dude</param> /// <param name="bullet">the bullet this dude is controlling</param> public virtual void Parse(BulletMLNode myNode, Bullet bullet) { Debug.Assert(null != myNode); Debug.Assert(null != bullet); foreach (BulletMLNode childNode in myNode.ChildNodes) { //construct the correct type of node switch (childNode.Name) { case ENodeName.repeat: { Parse(childNode, bullet); } break; case ENodeName.action: { int repeatNum = 1; //find how many times to repeat this action BulletMLNode RepeatNode = childNode.FindParentNode(ENodeName.repeat); if (null != RepeatNode) { repeatNum = (int)RepeatNode.GetChildValue(ENodeName.times, this); } BulletMLAction task = new BulletMLAction(repeatNum, myNode, this); ChildTasks.Add(task); task.Parse(childNode, bullet); } break; case ENodeName.actionRef: { //find the referenced node BulletMLNode refNode = myNode.GetRootNode().FindLabelNode(childNode.Label, ENodeName.action); //find how many times to repeat the referenced action int repeatNum = 1; BulletMLNode RepeatNode = myNode.FindParentNode(ENodeName.repeat); if (null != RepeatNode) { repeatNum = (int)RepeatNode.GetChildValue(ENodeName.times, this); } BulletMLAction task = new BulletMLAction(repeatNum, refNode, this); ChildTasks.Add(task); for (int i = 0; i < childNode.ChildNodes.Count; i++) { task.ParamList.Add(childNode.ChildNodes[i].GetValue(this)); } task.Parse(refNode, bullet); } break; case ENodeName.changeSpeed: { ChildTasks.Add(new BulletMLChangeSpeed(childNode, this)); } break; case ENodeName.changeDirection: { ChildTasks.Add(new BulletMLChangeDirection(childNode, this)); } break; case ENodeName.fire: { ChildTasks.Add(new BulletMLFire(childNode, this)); } break; case ENodeName.fireRef: { //find the node that was referenced BulletMLNode refNode = myNode.GetRootNode().FindLabelNode(childNode.Label, ENodeName.fire); BulletMLFire fire = new BulletMLFire(refNode, this); ChildTasks.Add(fire); for (int i = 0; i < childNode.ChildNodes.Count; i++) { fire.ParamList.Add(childNode.ChildNodes[i].GetValue(this)); } } break; case ENodeName.wait: { ChildTasks.Add(new BulletMLWait(childNode, this)); } break; case ENodeName.speed: { //speed nodes are special, just pull the value out and set up the bullet bullet.GetFireData().speedInit = true; bullet.Velocity = childNode.GetValue(this); } break; case ENodeName.direction: { ChildTasks.Add(new BulletMLSetDirection(childNode, this)); } break; case ENodeName.vanish: { ChildTasks.Add(new BulletMLVanish(childNode, this)); } break; case ENodeName.accel: { ChildTasks.Add(new BulletMLAccel(childNode, this)); } break; } } //After all the nodes are read in, initialize the node Init(); }