LADXHD/InGame/GameObjects/Things/ObjObjectHider.cs

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C#
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2023-12-14 22:21:22 +00:00
using System.Collections.Generic;
using Microsoft.Xna.Framework;
using ProjectZ.InGame.GameObjects.Base;
using ProjectZ.InGame.GameObjects.Base.Components;
using ProjectZ.InGame.GameObjects.NPCs;
using ProjectZ.InGame.Things;
namespace ProjectZ.InGame.GameObjects.Things
{
internal class ObjObjectHider : GameObject
{
private readonly List<GameObject> _objectList = new List<GameObject>();
private readonly Rectangle _hiddenField;
private bool _init;
public ObjObjectHider() : base("editor object hider") { }
public ObjObjectHider(Map.Map map, int posX, int posY) : base(map)
{
if (Game1.GameManager.HasMagnifyingLens)
{
IsDead = true;
return;
}
_hiddenField = map.GetField(posX, posY);
AddComponent(UpdateComponent.Index, new UpdateComponent(Update));
}
private void Update()
{
if (!_init)
{
_init = true;
// if it was possible to edit the tags of gameobjects we could have a "hiden" tag and only get those objects
Map.Objects.GetComponentList(_objectList, _hiddenField.X, _hiddenField.Y, _hiddenField.Width, _hiddenField.Height, DrawComponent.Mask);
SetVisibility(false);
}
if (Game1.GameManager.HasMagnifyingLens)
{
SetVisibility(true);
Map.Objects.DeleteObjects.Add(this);
}
}
private void SetVisibility(bool visibility)
{
foreach (GameObject gameObject in _objectList)
{
if (gameObject.Tags != Values.GameObjectTag.Enemy &&
!(gameObject is ObjSprite) &&
!(gameObject is ObjPersonNew))
continue;
// deactivate the person and the sprites
if (gameObject is ObjPersonNew || gameObject is ObjSprite)
{
gameObject.IsActive = visibility;
continue;
}
if (gameObject.Components[DrawComponent.Index] != null)
((DrawComponent)gameObject.Components[DrawComponent.Index]).IsActive = visibility;
if (gameObject.Components[DrawShadowComponent.Index] != null)
((DrawShadowComponent)gameObject.Components[DrawShadowComponent.Index]).IsActive = visibility;
}
}
}
}