LADXHD/InGame/GameObjects/NPCs/ObjFisherman.cs

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C#
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2023-12-14 22:21:22 +00:00
using Microsoft.Xna.Framework;
using ProjectZ.InGame.GameObjects.Base;
using ProjectZ.InGame.GameObjects.Base.CObjects;
using ProjectZ.InGame.GameObjects.Base.Components;
using ProjectZ.InGame.GameSystems;
using ProjectZ.InGame.Map;
using ProjectZ.InGame.SaveLoad;
using ProjectZ.InGame.Things;
namespace ProjectZ.InGame.GameObjects.NPCs
{
internal class ObjFisherman : GameObject
{
public BodyComponent Body;
public readonly Animator Animator;
private readonly string _personId = "npc_fisherman";
private float _talkCount;
private bool _isTransitioning;
public ObjFisherman() : base("fisherman") { }
public ObjFisherman(Map.Map map, int posX, int posY) : base(map)
{
Animator = AnimatorSaveLoad.LoadAnimator("NPCs/" + _personId);
Animator.Play("stand");
EntityPosition = new CPosition(posX + 8, posY + 16, 0);
EntitySize = new Rectangle(-8, -16, 16, 16);
var sprite = new CSprite(EntityPosition);
var animationComponent = new AnimationComponent(Animator, sprite, new Vector2(0, 0));
Game1.GameManager.SaveManager.SetString("enterPond", "no");
Body = new BodyComponent(EntityPosition, -8, -11, 15, 11, 8);
AddComponent(BodyComponent.Index, Body);
AddComponent(CollisionComponent.Index, new BodyCollisionComponent(Body, Values.CollisionTypes.Normal));
AddComponent(InteractComponent.Index, new InteractComponent(Body.BodyBox, Interact));
AddComponent(AnimationComponent.Index, animationComponent);
AddComponent(UpdateComponent.Index, new UpdateComponent(Update));
AddComponent(DrawComponent.Index, new BodyDrawComponent(Body, sprite, Values.LayerPlayer));
AddComponent(DrawShadowComponent.Index, new DrawShadowCSpriteComponent(sprite));
AddComponent(KeyChangeListenerComponent.Index, new KeyChangeListenerComponent(KeyChanged));
}
private void Update()
{
if (_talkCount > 0)
_talkCount -= Game1.DeltaTime;
else
{
Animator.Play("stand");
}
}
private bool Interact()
{
Animator.Play("talk");
_talkCount = 250;
Game1.GameManager.StartDialogPath(_personId);
return true;
}
private void KeyChanged()
{
// spawn object
if (_isTransitioning || Game1.GameManager.SaveManager.GetString("enterPond") != "yes") return;
_isTransitioning = true;
MapManager.ObjLink.MapTransitionStart = MapManager.ObjLink.EntityPosition.Position;
MapManager.ObjLink.MapTransitionEnd = MapManager.ObjLink.EntityPosition.Position;
MapManager.ObjLink.TransitionOutWalking = false;
// append a map change
((MapTransitionSystem)Game1.GameManager.GameSystems[typeof(MapTransitionSystem)]).AppendMapChange(
"pond.map", "entry", true, false, Values.MapTransitionColor, false);
}
}
}