public override void RunControlInput(GameResult gameResult, float dt) { UpdateActions(gameResult, dt); base.RunControlInput(gameResult, dt); }
public void UpdateActions(GameResult gameResult, float dt) { actions.UpdateActions(gameResult, dt, this.currentControlInput); }
public virtual void OnCreation(GameResult gameResult, ISolidWeapon solidHost, IWeaponsLogic parentWeapon) { this.solidHost = solidHost; this.solidHost.Target = parentWeapon.Target; OnCreation(gameResult, (IWeapon)solidHost, parentWeapon); }
public virtual void AddObjects() { GameResult gameResult = new GameResult(); AsteroidFaction.FactionType = FactionType.Debris; SuperMeleeData.AfterChoiceWait = 0; IShip ship = GetNewShip(player1); if (player1IsAI) { ship.AddControler(null, new ComplexAIControler()); } else { SuperMeleeData.AfterChoiceWait = 2500; PlayerControler c1 = new PlayerControler(this.player1config); data.controlers.Add(c1); ship.AddControler(null, c1); } data.AddShip(gameResult, ship, player1); IShip ship2 = GetNewShip(player2); if (player2IsAI) { ship2.AddControler(null, new ComplexAIControler()); } else { SuperMeleeData.AfterChoiceWait = 2500; PlayerControler c2 = new PlayerControler(this.player2config); data.controlers.Add(c2); ship2.AddControler(null, c2); } data.AddShip(gameResult, ship2, player2); if (ship2 == null) { return; } data.SetTarget(ship2); data.SetTarget(ship); //ship2.Target = ship; //ship.Target = ship2; for (int pos = 0; pos < player1WingmanCount; ++pos) { AddAIClone(gameResult, player1, ship2); } for (int pos = 0; pos < player2WingmanCount; ++pos) { AddAIClone(gameResult, player2, ship); } FactionInfo.DefaultFactionCollection.SetDiplomacy(player1, player2, FactionDiplomacy.Enemy); PhysicsState tmp = new PhysicsState(); tmp.Position = new ALVector2D(0, new Vector2D(1500, 1500)); data.world.AddIGravitySource(Planet.Create(gameResult, tmp)); data.world.CalcGravity = true; World.HandleActionEvents(gameResult); }
public virtual void OnCreation(GameResult gameResult, ISolidWeapon solidHost, IShip source, IAction actionSource) { this.solidHost = solidHost; this.solidHost.Target = actionSource.Target; OnCreation(gameResult, (IWeapon)solidHost, source, actionSource); }