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GeezerVison is showing github.com — Silverback/LevelEditor/Objects/Hut.cs at master · SilverbackSoPra/Silverback Expand file tree/ Copy pathHut.csMore file actions 298 lines (246 loc) · 11.3 KB / Copy pathHut.csFile metadata and controls298 lines (246 loc) · 11.3 KB 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 using LevelEditor.Engine; using LevelEditor.Engine.Mesh; using LevelEditor.Objects.Ape; using System; using System.Collections.Generic; using System.Runtime.Serialization; using System.Xml.Serialization; using LevelEditor.Engine.Loader; using LevelEditor.Objects.Lumberjack; using Microsoft.Xna.Framework; using Newtonsoft.Json.Linq; namespace LevelEditor.Objects { [Serializable()] public class Hut : IEscape, ICollide, IActor, IGameObject, ISerializable, ILoader, ISaver { private static Random mRandom = new Random(); public static int mAmount = 0; public int mId; public float mInnerRange = 100.0f; public float mOuterRange = 110.0f; public int mNumLumberjacks; public bool mSpawned; [XmlIgnore] public Scene mScene; [XmlIgnore] public Mesh mLumberjackMesh; [XmlIgnore] public Mesh mDoubleAxeKillerMesh; [XmlIgnore] public Mesh mAxeMesh; [XmlIgnore] public Silverback mSilverback; public float mDistanceSilverbackHut; public bool mWasInInnerRange = false; [XmlIgnore] public List<Lumberjack.Lumberjack> mLumberjacks; [XmlIgnore] public List<DoubleAxeKiller> mDoubleAxeKillers; public bool mTechDemo; public int HP { get; set; } public bool IsAlive { get; set; } [XmlIgnore] public Actor Actor { get; set; } public string Name { get; set; } public bool HasSoundEmitter { get; set; } public string Save() { return ""; } public bool Load(string str) { return false; } public void Escape() { //Needs to remove the hut from the Actorbatch(Scene) //mLevel.RemoveActor() } public void Collide() { } public void RemoveLumberjack(Lumberjack.Lumberjack lumberjack) { HP -= 1; mLumberjacks.Remove(lumberjack); } public void RemoveDoubleAxeKiller(DoubleAxeKiller doubleAxeKiller) { HP -= 1; mDoubleAxeKillers.Remove(doubleAxeKiller); } public void Update(GameTime gameTime) { //To satisfy the condition, that you have to loose after some time mOuterRange += 0.001f * gameTime.ElapsedGameTime.Milliseconds / 16.0f; mInnerRange += 0.001f * gameTime.ElapsedGameTime.Milliseconds / 16.0f; var inRange = mScene.mQuadTree.QueryRectangle(Actor.mBoundingRectangle.GetAxisAlignedRectangle((int)Math.Floor(mOuterRange))); mDistanceSilverbackHut = Vector3.Distance(mSilverback.Actor.ModelMatrix.Translation, Actor.ModelMatrix.Translation); if (!mSpawned && mDistanceSilverbackHut <= mOuterRange) { if (!mTechDemo) { mNumLumberjacks = LumberChoice.NumLumberjacks(HP); // Spawning is not enough, we should give them a target // Also I suggest that we use something like an inner and an outer range. // If the distance to the siverback is less than the outer range, we spawn the lumberjacks // If the distance to the silverback is less than the inner range, we set the targets of the lumberjacks for (var i = 0; i < mNumLumberjacks; i++) { var lumberjack = new Lumberjack.Lumberjack(mLumberjackMesh, mScene.mTerrain, mScene.mQuadTree, Actor.ModelMatrix.Translation, 4.0f, mInnerRange, mScene, mSilverback, false); lumberjack.Hut = this; var axe = new Actor(mAxeMesh); lumberjack.Actor.mAnimator.AttachActor("Bone.016", axe); mLumberjacks.Add(lumberjack); lumberjack.StayInRange(); mScene.Add(lumberjack); mScene.Add(axe); } for (var i = 0; i < (HP - mNumLumberjacks); i++) { var killer = new DoubleAxeKiller(mDoubleAxeKillerMesh, mScene.mTerrain, mScene.mQuadTree, Actor.ModelMatrix.Translation, 4.0f, mInnerRange, mScene, mSilverback); killer.Hut = this; var leftAxe = new Actor(mAxeMesh); var rightAxe = new Actor(mAxeMesh); mDoubleAxeKillers.Add(killer); killer.Actor.mAnimator.AttachActor("Bone.017", leftAxe); killer.Actor.mAnimator.AttachActor("Bone.016", rightAxe); killer.StayInRange(); mScene.Add(killer); mScene.Add(leftAxe); mScene.Add(rightAxe); } } else { for (var i = 0; i < HP; i++) { var lumberjack = new Lumberjack.Lumberjack(mLumberjackMesh, mScene.mTerrain, mScene.mQuadTree, Actor.ModelMatrix.Translation, 4.0f, mInnerRange, mScene, mSilverback, true); lumberjack.Hut = this; mLumberjacks.Add(lumberjack); lumberjack.StayInRange(); mScene.Add(lumberjack); } } mSpawned = true; } else { // Instead of calculating the range to the silverback, we should do a query on the quad tree // to determine if there are any apes in the range. We should also do this for spawning. mDistanceSilverbackHut = Vector3.Distance(mSilverback.Actor.ModelMatrix.Translation, Actor.ModelMatrix.Translation); // Set the target to one of the lumberjacks and let them return of the lumberjack is out of range if (mDistanceSilverbackHut <= mInnerRange) { foreach (var lumberjack in mLumberjacks) { if (lumberjack.IsMoving) { lumberjack.SetTarget(mSilverback.Actor.ModelMatrix.Translation); } } foreach (var doubleAxeKiller in mDoubleAxeKillers) { if (doubleAxeKiller.IsMoving) { doubleAxeKiller.SetTarget(mSilverback.Actor.ModelMatrix.Translation); } } mWasInInnerRange = true; } else { // We just want to tell them once to stay in range if (mWasInInnerRange) { foreach (var lumberjack in mLumberjacks) { lumberjack.StayInRange(); } foreach (var killer in mDoubleAxeKillers) { killer.StayInRange(); } mWasInInnerRange = false; } } } } public Hut(Mesh hut, Mesh lumberjack, Mesh doubleAxeKiller, Mesh axeMesh, Silverback silverback, Scene scene, int hp, float innerRange, float outerRange, bool techdemo) { mTechDemo = techdemo; mId = mAmount++; // HP of the hut are equal to the number of the lumberjacks that were spawned at this hut. // Each time one of the spawned lumberjacks dies, the hut loses 1 HP. // The number of lumberjacks that a hut can spawn should be dynamic based on the level (different levels could allow the player // to have a different number of apes to summon) HP = hp; mSpawned = false; mSilverback = silverback; mLumberjackMesh = lumberjack; mDoubleAxeKillerMesh = doubleAxeKiller; mAxeMesh = axeMesh; mScene = scene; Actor = new Actor(hut, this); mInnerRange = innerRange; mOuterRange = outerRange; mLumberjacks = new List<Lumberjack.Lumberjack>(); mDoubleAxeKillers = new List<DoubleAxeKiller>(); } public void GetObjectData(SerializationInfo info, StreamingContext context) { info.AddValue("mNumLumberjacks", mNumLumberjacks); info.AddValue("mSpawned", mSpawned); info.AddValue("mScene", mScene); info.AddValue("mLumberjackMesh", mLumberjackMesh); info.AddValue("mDoubleAxeKillerMesh", mDoubleAxeKillerMesh); info.AddValue("mAxeMesh", mAxeMesh); info.AddValue("mSilverback", mSilverback); info.AddValue("mDistanceSilverbackHut", mDistanceSilverbackHut); info.AddValue("mWasInInnerRange", mWasInInnerRange); info.AddValue("mLumberjacks", mLumberjacks); info.AddValue("mDoubleAxeKillers", mDoubleAxeKillers); info.AddValue("HP", HP); info.AddValue("IsAlive", IsAlive); info.AddValue("Actor", Actor); info.AddValue("Name", Name); info.AddValue("HasSoundEmitter", HasSoundEmitter); } public Hut(SerializationInfo info, StreamingContext context) { mNumLumberjacks = (int)info.GetValue("mNumLumberjacks", typeof(int)); mSpawned = (bool)info.GetValue("mSpawned", typeof(bool)); mScene = (Scene)info.GetValue("mScene", typeof(Scene)); mLumberjackMesh = (Mesh)info.GetValue("mLumberjackMesh", typeof(Mesh)); mDoubleAxeKillerMesh = (Mesh)info.GetValue("mDoubleAxeKillerMesh", typeof(Mesh)); mAxeMesh = (Mesh)info.GetValue("mAxeMesh", typeof(Mesh)); mSilverback = (Silverback)info.GetValue("mSilverback", typeof(Silverback)); mDistanceSilverbackHut = (float)info.GetValue("mDistanceSilverbackHut", typeof(float)); mWasInInnerRange = (bool)info.GetValue("mWasInInnerRange", typeof(bool)); mLumberjacks = (List<Lumberjack.Lumberjack>)info.GetValue("mLumberjacks", typeof(List<Lumberjack.Lumberjack>)); mDoubleAxeKillers = (List<DoubleAxeKiller>)info.GetValue("mDoubleAxeKillers", typeof(List<DoubleAxeKiller>)); HP = (int)info.GetValue("HP", typeof(int)); IsAlive = (bool)info.GetValue("IsAlive", typeof(bool)); Actor = (Actor)info.GetValue("Actor", typeof(Actor)); Name = (string)info.GetValue("Name", typeof(string)); HasSoundEmitter = (bool)info.GetValue("HasSoundEmitter", typeof(bool)); } public Hut() { if (mLumberjacks == null) { mLumberjacks = new List<Lumberjack.Lumberjack>(); } if (mDoubleAxeKillers == null) { mDoubleAxeKillers = new List<DoubleAxeKiller>(); } } [OnDeserialized()] internal void OnSerializedMethod(StreamingContext context) { Actor.IActor = this; } } } |
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