public static void UpdateActIProgressBothLegUp(SteppingProgress pProgress, ActivityInstruction pActI, Player pPlayer, Player pOtherPlayer, Vector2 pThumbstickDirection) { if (!Conditions.ActionThumbstickPressed(pPlayer, pThumbstickDirection) || !Conditions.ActionHold(pOtherPlayer)) { if (!Conditions.ActionThumbstickPressed(pPlayer, pThumbstickDirection)) { pActI.SetFadingState(pPlayer, true); } else { pActI.SetFadingState(pPlayer, false, false); } if (!Conditions.ActionHold(pOtherPlayer)) { pActI.SetFadingState(pOtherPlayer, true); } else { pActI.SetFadingState(pOtherPlayer, false, false); } pProgress.StepBackward(); } else { pActI.SetFadingState(pPlayer, false, false); pActI.SetFadingState(pOtherPlayer, false, false); pProgress.StepForward(); } }
//ActivityInstruction & Progress Update public static void UpdateActIProgressBoth(SteppingProgress pProgress, ActivityInstruction pActI, Player pPlayer, Player pOtherPlayer, Vector2 pThumbstickDirection, bool AllowStepBack = true) { if (!Conditions.ActionThumbstickPressedBothPlayer(pPlayer, pOtherPlayer, pThumbstickDirection)) { if (!Conditions.ActionThumbstickPressed(pPlayer, pThumbstickDirection)) { pActI.SetFadingState(pPlayer, true); } else { pActI.SetFadingState(pPlayer, false, false); } if (!Conditions.ActionThumbstickPressed(pOtherPlayer, pThumbstickDirection)) { pActI.SetFadingState(pOtherPlayer, true); } else { pActI.SetFadingState(pOtherPlayer, false, false); } if (AllowStepBack) { pProgress.StepBackward(); } } else { pActI.SetFadingState(pPlayer, false, false); pActI.SetFadingState(pOtherPlayer, false, false); pProgress.StepForward(); } }
public override void Update(Player pPlayer, Player pOtherPlayer) { if (!m2ndState) //KnockOverTree { switch (pPlayer.mCurrentState) { case 0: //-----Zu Position bewegen----- if (Conditions.PlayerAtActionPosition(pPlayer)) { ++pPlayer.mCurrentState; } Sequences.MovePlayerToActionPosition(pPlayer); break; case 1: //-----Richtung bestimmen----- Sequences.StartAnimation(pPlayer, Hardcoded.Anim_KnockOverTree_Up); ActivityInstruction.ThumbstickDirection dir = ActivityInstruction.ThumbstickDirection.None; Vector2 DestinationDelta = rIObj.ActionPosition2 - rIObj.ActionPosition1; DestinationDelta.Normalize(); if (DestinationDelta.Y > Math.Sin(MathHelper.ToRadians(67.5f))) //Runter { dir = ActivityInstruction.ThumbstickDirection.Down; } else if (DestinationDelta.Y > Math.Sin(MathHelper.ToRadians(-22.5f))) //Seitlich { if (DestinationDelta.X < 0) //Links { dir = ActivityInstruction.ThumbstickDirection.Left; } else //Rechts { dir = ActivityInstruction.ThumbstickDirection.Right; } } else //Hoch { dir = ActivityInstruction.ThumbstickDirection.Up; } string animPlayer = Character.GetRightDirectionAnimation(rIObj.ActionPosition2 - rIObj.ActionPosition1, Hardcoded.Anim_KnockOverTree_Up, Hardcoded.Anim_KnockOverTree_Down, Hardcoded.Anim_KnockOverTree_Side); string animTree = Character.GetRightDirectionAnimation(rIObj.ActionPosition2 - rIObj.ActionPosition1, Hardcoded.Anim_Tree_KnockOver_Up, Hardcoded.Anim_Tree_KnockOver_Down, Hardcoded.Anim_Tree_KnockOver_Side); Character.SetSkeletonFlipState(pPlayer, rIObj.ActionPosition2 - rIObj.ActionPosition1); Character.SetSkeletonFlipState(rIObj, rIObj.ActionPosition2 - rIObj.ActionPosition1); Sequences.StartAnimation(pPlayer, animPlayer); Sequences.StartAnimation(rIObj, animTree); ActI.SetThumbstickDir(pPlayer, dir); ActI.SetThumbstickDir(pOtherPlayer, ActivityInstruction.ThumbstickDirection.None); ++pPlayer.mCurrentState; break; case 2: //-----Baum umwerfen----- if (!Conditions.ActionThumbstickPressed(pPlayer, rIObj.ActionPosition2 - rIObj.ActionPosition1)) { ActI.SetFadingState(pPlayer, true); Progress.StepBackward(); } else { ActI.SetFadingState(pPlayer, false, false); Progress.StepForward(); } Sequences.UpdateAnimationStepping(rIObj, Progress.Progress); Sequences.UpdateAnimationStepping(pPlayer, Progress.Progress); if (Progress.Complete) { //Baum fällt string anim = Character.GetRightDirectionAnimation(rIObj.ActionPosition2 - rIObj.ActionPosition1, Hardcoded.Anim_Tree_Falling_Up, Hardcoded.Anim_Tree_Falling_Down, Hardcoded.Anim_Tree_Falling_Side); Sequences.StartAnimation(rIObj, anim); //Sequences.StartAnimation(pPlayer, "attack"); kann weg? ActI.SetFadingState(pPlayer, false); ++pPlayer.mCurrentState; } break; case 3: //-----Baum umgefallen?----- if (Conditions.AnimationComplete(rIObj)) { Sequences.SetPlayerToIdle(pPlayer); m2ndState = true; } break; } ActI.Update(); } else //BalanceOverTree { switch (pPlayer.mCurrentState) { case 0: //-----Zu Position bewegen----- if (!Conditions.ActivityNotInUseByOtherPlayer(pOtherPlayer, this)) { Sequences.SetPlayerToIdle(pPlayer); return; } if (Conditions.PlayerAtNearestActionPosition(pPlayer)) { ++pPlayer.mCurrentState; } Sequences.MovePlayerToNearestActionPosition(pPlayer); break; case 1: //-----Richtung bestimmen----- IsAvailable = false; StartPosition = pPlayer.SkeletonPosition; Direction = rIObj.DistantActionPosition(pPlayer.SkeletonPosition) - StartPosition; Sequences.AnimateAccordingToDirection(pPlayer, Direction, Hardcoded.Anim_Balance_Enter_Up, Hardcoded.Anim_Balance_Enter_Down, Hardcoded.Anim_Balance_Enter_Side); ++pPlayer.mCurrentState; break; case 2: //-----Auf Baum steigen----- Direction.Normalize(); Sequences.SynchMovementToAnimation(pPlayer, pPlayer, StartPosition, StartPosition + (Direction * Hardcoded.KnockOverTree_EnterBalanceDistance)); if (Conditions.AnimationComplete(pPlayer)) { ++pPlayer.mCurrentState; } break; case 3: //-----Auf Baum balancieren----- //Update Movement Vector2 MovementInput = pPlayer.Input.Movement; if (MovementInput == Vector2.Zero) { Sequences.StartAnimation(pPlayer, Hardcoded.Anim_Balance_Idle); break; //Performance quit } //Sideways? Vector2 DirectionTest = rIObj.ActionPosition2 - rIObj.ActionPosition1; DirectionTest.Normalize(); bool Sideways = false; if (DirectionTest.Y <= Math.Sin(MathHelper.ToRadians(45f)) && DirectionTest.Y >= -Math.Sin(MathHelper.ToRadians(45f))) { Sideways = true; } //Runter fallen? if ((MovementInput.X == 0 && MovementInput.Y != 0 && Sideways) || (MovementInput.X != 0 && MovementInput.Y == 0 && !Sideways)) { GameScene.End = true; break; } //BalancingMovement ausführen Sequences.AnimateAccordingToDirection(pPlayer, DirectionTest, Hardcoded.Anim_Balance_Up, Hardcoded.Anim_Balance_Down, Hardcoded.Anim_Balance_Side); pPlayer.MoveAgainstPoint(rIObj.NearestActionPosition(pPlayer.SkeletonPosition + MovementInput * 1000f), Hardcoded.KnockOverTree_BalanceSpeedFactor, null, true, false, false); //Leave Tree? Vector2 TargetActionPosition = rIObj.NearestActionPosition(pPlayer.SkeletonPosition + MovementInput * 1000f); Vector2 MovementDirection = TargetActionPosition - pPlayer.SkeletonPosition; MovementDirection.Normalize(); //Wenn Entfernung vom Player zum TargetActionPoint <= EnterBalanceEntfernung if ((TargetActionPosition - pPlayer.SkeletonPosition).Length() <= (MovementDirection * Hardcoded.KnockOverTree_EnterBalanceDistance).Length()) { ++pPlayer.mCurrentState; StartPosition = pPlayer.SkeletonPosition; Sequences.AnimateAccordingToDirection(pPlayer, MovementDirection, Hardcoded.Anim_Balance_Leave_Up, Hardcoded.Anim_Balance_Leave_Down, Hardcoded.Anim_Balance_Leave_Side); } break; case 4: //-----Von Baum steigen----- Sequences.SynchMovementToAnimation(pPlayer, pPlayer, StartPosition, StartPosition + (Direction * Hardcoded.KnockOverTree_EnterBalanceDistance)); while (pPlayer.CollisionBox.Intersects(pOtherPlayer.CollisionBox)) { pOtherPlayer.MoveManually(Direction); } if (Conditions.AnimationComplete(pPlayer)) { Sequences.SetPlayerToIdle(pPlayer); IsAvailable = true; //pPlayer.mCurrentState = 0; } break; } } }
public override void Update(Player pPlayer, Player pOtherPlayer) { switch (pPlayer.mCurrentState) { case 0: //-----Zu Position holden----- if (!m2ndState) //LegUp { Progress.Reset(); //LegUp kann mehrfach ausgeführt werden } if (!Conditions.ActionHold(pPlayer)) { Sequences.SetPlayerToIdle(pPlayer); break; } if (Conditions.PlayersAtActionPositions(pPlayer, pOtherPlayer, Hardcoded.LegUp_StartOffsetGretel)) { ++pPlayer.mCurrentState; } Sequences.MovePlayerToRightActionPosition(pPlayer, Hardcoded.LegUp_StartOffsetGretel); break; case 1: Sequences.StartAnimation(pPlayer, Hardcoded.Anim_LegUp_Raise); ActI.ThumbstickDirHansel = ActivityInstruction.ThumbstickDirection.Up; ActI.ThumbstickDirGretel = ActivityInstruction.ThumbstickDirection.None; ++pPlayer.mCurrentState; break; case 2: //-----Hoch heben----- if (pPlayer.GetType() == typeof(Hansel)) { Sequences.UpdateActIProgressBothLegUp(Progress, ActI, pPlayer, pOtherPlayer, new Vector2(0, -1)); if (Progress.Progress <= 0f && !Conditions.ActionHold(pPlayer) && !Conditions.ActionHold(pOtherPlayer)) { //Abbrechbar Sequences.SetPlayerToIdle(pPlayer); Sequences.SetPlayerToIdle(pOtherPlayer); } Sequences.UpdateAnimationStepping(pPlayer, Progress.Progress); Sequences.UpdateAnimationStepping(pOtherPlayer, Progress.Progress); if (Progress.Complete) { //GretelGrab am höchsten Punkt ActI.ThumbstickDirGretel = ActivityInstruction.ThumbstickDirection.Up; if (Conditions.ActionThumbstickPressed(pOtherPlayer, new Vector2(0, -1))) { //Start Grab ActI.SetFadingState(pPlayer, false); ActI.SetFadingState(pOtherPlayer, false, false); ++pPlayer.mCurrentState; pOtherPlayer.mCurrentState = pPlayer.mCurrentState; } else //Show ActI f Gretel { ActI.SetFadingState(pOtherPlayer, true); } } else { //Nicht am höchsten Punkt: ActI.Gretel nicht Thumbstick anzeigen ActI.ThumbstickDirGretel = ActivityInstruction.ThumbstickDirection.None; } } break; case 3: //-----Gretel nächste Animation starten----- if (pPlayer.GetType() == typeof(Gretel)) { if (!m2ndState) //LegUp { Sequences.StartAnimation(pPlayer, Hardcoded.Anim_LegUp_Lift_Gretel); //hoch ziehen } else //LegUpGrab { Sequences.StartAnimation(pPlayer, Hardcoded.Anim_LegUp_Grab_Gretel); //Item greifen rIObj.ActionRectList.Clear(); //LegUpGrab kann nicht mehrfach ausgeführt werden } ++pPlayer.mCurrentState; pOtherPlayer.mCurrentState = pPlayer.mCurrentState; } break; case 4: //-----Gretel fertig?----- if (pPlayer.GetType() == typeof(Hansel) && Conditions.AnimationComplete(pOtherPlayer)) { ActI.SetFadingState(pOtherPlayer, false); if (m2ndState) //LegUpGrab { //Gretel runter lassen Sequences.StartAnimation(pPlayer, Hardcoded.Anim_LegUp_Lower); Sequences.StartAnimation(pOtherPlayer, Hardcoded.Anim_LegUp_Lower); } ++pPlayer.mCurrentState; pOtherPlayer.mCurrentState = pPlayer.mCurrentState; } break; case 5: //-----Beide fertig?----- if (Conditions.AnimationComplete(pPlayer)) { if (!m2ndState && pPlayer.GetType() == typeof(Gretel)) { Sequences.Move(pPlayer, Hardcoded.LegUp_OffsetGretel[GameReferenzes.SceneID]); //Bei LegUp Gretel hoch setzen } Sequences.SetPlayerToIdle(pPlayer); } break; } ActI.Update(); }