public void JumpTo(string system, string exitpos) { //Find object var sys = Game.GameData.GetSystem(system); var ep = exitpos.ToLowerInvariant(); var obj = sys.Objects.Where((o) => o.Nickname.ToLowerInvariant() == ep).First(); //Setup player PlayerSystem = system; PlayerOrientation = obj.Rotation == null ? Matrix3.Identity : new Matrix3(obj.Rotation.Value); PlayerPosition = Vector3.Transform(new Vector3(0, 0, 500), PlayerOrientation) + obj.Position; //TODO: This is bad //Switch Game.ChangeState(new SpaceGameplay(Game, this)); }
void SceneChangeRequired() { if (PlayerBase != null) { Game.ChangeState(new RoomGameplay(Game, this, PlayerBase)); hasChanged = true; } else { worldReady = false; toAdd = new List <GameObject>(); gp = new SpaceGameplay(Game, this); Game.ChangeState(gp); hasChanged = true; } }
void SceneChangeRequired() { gameplayActions.Clear(); objects = new Dictionary <int, GameObject>(); if (PlayerBase != null) { Game.ChangeState(new RoomGameplay(Game, this, PlayerBase)); hasChanged = true; } else { gp = new SpaceGameplay(Game, this); Game.ChangeState(gp); hasChanged = true; } }
public void Start() { if (MissionNum != 0 && (MissionNum - 1) < Game.GameData.Ini.Missions.Count) { msnrun = new MissionRuntime(Game.GameData.Ini.Missions[MissionNum - 1], this); } if (PlayerBase != null) { Game.ChangeState(new RoomGameplay(Game, this, PlayerBase)); } else { worldReady = false; toAdd = new List <GameObject>(); gp = new SpaceGameplay(Game, this); Game.ChangeState(gp); } }
public void Start() { if (MissionNum != 0 && (MissionNum - 1) < Game.GameData.Ini.Missions.Count) { msnrun = new MissionRuntime(Game.GameData.Ini.Missions[MissionNum - 1], this); } if (PlayerBase != null) { Game.ChangeState(new RoomGameplay(Game, this, PlayerBase)); } else { Game.ChangeState(new SpaceGameplay(Game, this)); } }