public void Initialize() { LastPositionCelestialBody = Vector3.Zero; LastPositionTurret = Vector3.Zero; if (Turret != null) { Turret.PlayerCheckedIn = null; Turret = null; } if (PreviousTurret != null) { PreviousTurret.PlayerCheckedIn = null; PreviousTurret = null; } if (CelestialBody != null) { CelestialBody.PlayerCheckedIn = null; CelestialBody = null; } if (PreviousCelestialBody != null) { PreviousCelestialBody.PlayerCheckedIn = null; PreviousCelestialBody = null; } }
public TurretCheckBox(Turret turret) { Turret = turret; Turret.Wander = true; Turret.Disabled = false; Turret.ShowForm = false; }
public EnemyInRange() { Output = new List<KeyValuePair<Turret, Enemy>>(); Handler = new IntegerHandler(CheckEnemyIsInRange); CurrentTurret = null; CurrentTurretRectangle = new PhysicalRectangle(); CurrentTurretRange = new Circle(Vector3.Zero, 0); }
public BoostedTurrets() { Output = new List<KeyValuePair<Turret, Turret>>(); Handler = new IntegerHandler(CheckTurretIsBoosted); CurrentTurret = null; CurrentTurretRectangle = new PhysicalRectangle(); CurrentTurretRange = new Circle(Vector3.Zero, 0); }
public void AddTurret(Turret t) { t.VisualPriority = VisualPriority - 0.01; t.Position = Position; t.EnemyWatched = Target; Turrets.Add(t); }
public void Sync() { Output.Clear(); for (int i = 0; i < Turrets.Count; i++) { CurrentTurret = Turrets[i]; if (CurrentTurret.Type != TurretType.Booster) continue; SyncRectangleAndCircle(); TurretsGrid.GetItems(CurrentTurretRectangle, Handler); } }
public void Sync() { Output.Clear(); for (int i = 0; i < Turrets.Count; i++) { NearestEnemy = null; CurrentTurret = Turrets[i]; if (CurrentTurret.Type == TurretType.Gravitational || CurrentTurret.Type == TurretType.Booster) continue; SyncRectangleAndCircle(); EnemiesGrid.GetItems(CurrentTurretRectangle, Handler); if (NearestEnemy != null) Output.Add(new KeyValuePair<Turret, Enemy>(CurrentTurret, NearestEnemy)); } }
public void DoTurretUpgraded(Turret turret, SimPlayer p) { Simulator.Scene.Animations.Add(new TurretMoneyAnimation(turret.BuyPrice, false, turret.Position, VisualPriorities.Default.TurretUpgradedAnimation)); }
public void DoTurretToPlaceSelected(Turret turret, SimPlayer p) { var player = Players[p]; player.Cursor.FadeOut(); turret.CelestialBody.ShowTurretsZone = true; turret.ShowRange = true; turret.ShowForm = true; foreach (var turret2 in turret.CelestialBody.Turrets) turret2.ShowForm = true; HelpBar.ShowMessage(HelpBarMessage.InstallTurret, p.BasePlayer.InputType); }
private void NotifySellTurretAsked(Turret turret, SimPlayer player) { if (SellTurretAsked != null) SellTurretAsked(turret, player); }
private void NotifyTurretToPlaceDeselected(Turret turret, SimPlayer player) { if (TurretToPlaceDeselected != null) TurretToPlaceDeselected(turret, player); }
public void DoTurretUpgraded(Turret turret, SimPlayer player) { CommonStash.Cash -= turret.BuyPrice; //parce qu'effectue une fois la tourelle mise a jour NotifyCommonStashChanged(CommonStash); foreach (var p in Players.Values) p.UpdateSelection(); }
public void DoTurretWandered(Turret turret) { XACTAudio.PlayCue("SilentCue" /*turret.MovingSfx*/, "Sound Bank"); }
private void NotifyTurretBought(Turret turret, SimPlayer player) { if (TurretBought != null) TurretBought(turret, player); }
public void DoTurretBoosted(Turret boosting, Turret boosted) { int value = -1; bool contained = BoostedTurretsThisTick.TryGetValue(boosted, out value); if (!contained) BoostedTurretsThisTick.Add(boosted, boosting.Level); else if (value < boosting.Level) BoostedTurretsThisTick[boosted] = boosted.Level; }
public void DoTurretFired(Turret turret) { if (turret.Type == TurretType.Basic || turret.Type == TurretType.Laser || turret.Type == TurretType.Missile || turret.Type == TurretType.MultipleLasers) XACTAudio.PlayCue(turret.FiringSfx, "Sound Bank"); }
public void DoTurretReactivated(Turret turret) { if (!turret.BackActiveThisTickOverride) XACTAudio.PlayCue("TurretUpgraded", "Sound Bank"); }
private void NotifyTurretSold(Turret turret, SimPlayer player) { if (TurretSold != null) TurretSold(turret, player); }
public void DoTurretSold(Turret turret, SimPlayer player) { CommonStash.Cash += turret.SellPrice; NotifyCommonStashChanged(CommonStash); foreach (var p in Players.Values) p.UpdateSelection(); }
private void NotifyTurretUpgraded(Turret turret, SimPlayer player) { if (TurretUpgraded != null) TurretUpgraded(turret, player); }
public void DoTurretReactivated(Turret turret) { foreach (var player in Players.Values) player.UpdateSelection(); }
private void NotifyTurretReactivated(Turret turret) { if (TurretReactivated != null) TurretReactivated(turret); }
private void NotifyBuyTurretAsked(Turret turret, SimPlayer player) { if (BuyTurretAsked != null) BuyTurretAsked(turret, player); }
private void NotifyTurretWandered(Turret turret) { if (TurretWandered != null) TurretWandered(turret); }
private void NotifyUpgradeTurretAsked(Turret turret, SimPlayer player) { if (UpgradeTurretAsked != null) UpgradeTurretAsked(turret, player); }
public void Sync(SimPlayerSelection other) { celestialBody = other.celestialBody; powerUpToBuy = other.powerUpToBuy; turret = other.turret; turretChoice = other.turretChoice; turretToBuy = other.turretToBuy; turretToPlace = other.turretToPlace; pausedGameChoice = other.pausedGameChoice; newGameChoice = other.newGameChoice; editingState = other.editingState; }
public void DoTurretToPlaceDeselected(Turret turret, SimPlayer p) { var player = Players[p]; player.Cursor.FadeIn(); turret.CelestialBody.ShowTurretsZone = false; turret.ShowRange = false; HelpBar.HideMessage(HelpBarMessage.InstallTurret); }
public void DoTurretUpgraded(Turret turret, SimPlayer player) { if (Simulator.DemoMode) return; if (turret.Type == TurretType.Gravitational) XACTAudio.PlayCue("GravitationalTurretUpgrade", "Sound Bank"); else XACTAudio.PlayCue("TurretUpgraded", "Sound Bank"); }
public void DoTurretSold(Turret turret, SimPlayer p) { var player = Players[p]; if (PathPreviewing != null && turret.Type == TurretType.Gravitational) PathPreviewing.Commit(player); HelpBar.HideMessage(HelpBarMessage.TurretMenu); Simulator.Scene.Animations.Add(new TurretMoneyAnimation(turret.SellPrice, true, turret.Position, VisualPriorities.Default.TurretUpgradedAnimation)); }
public void DoTurretSold(Turret turret, SimPlayer player) { if (Simulator.DemoMode) return; XACTAudio.PlayCue("TurretSold", "Sound Bank"); }