LADXHD/InGame/GameObjects/Things/ObjEnemyTrigger.cs

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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.Things;
namespace ProjectZ.InGame.GameObjects.Things
{
internal class ObjEnemyTrigger : GameObject
{
private readonly List<GameObject> _enemyList = new List<GameObject>();
private readonly Rectangle _triggerField;
private readonly string _triggerKey;
private bool _enemiesAlive;
private bool _init;
public ObjEnemyTrigger() : base("editor enemy trigger") { }
public ObjEnemyTrigger(Map.Map map, int posX, int posY, string triggerKey) : base(map)
{
if (string.IsNullOrEmpty(triggerKey))
{
IsDead = true;
return;
}
_triggerKey = triggerKey;
_triggerField = map.GetField(posX, posY);
AddComponent(UpdateComponent.Index, new UpdateComponent(Update));
}
private void Update()
{
// this gets called the first time update is run so it can capture enemies spawned by an ObjObjectSpawner
if (!_init)
{
_init = true;
// get the enemies the object should watch over
Map.Objects.GetGameObjectsWithTag(_enemyList, Values.GameObjectTag.Enemy,
_triggerField.X, _triggerField.Y, _triggerField.Width, _triggerField.Height);
}
_enemiesAlive = false;
// check if the enemies where deleted from the map
foreach (var gameObject in _enemyList)
if (gameObject.Map != null)
_enemiesAlive = true;
if (_enemiesAlive)
return;
Game1.GameManager.SaveManager.SetString(_triggerKey, "1");
//RemoveComponent(UpdateComponent.Index);
// remove the object
Map.Objects.DeleteObjects.Add(this);
}
}
}