LADXHD/InGame/GameObjects/Things/ObjKeyhole.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.Map;
namespace ProjectZ.InGame.GameObjects.Things
{
internal class ObjKeyhole : GameObject
{
private readonly string _itemName;
private readonly string _outputKey;
private readonly string _strDialog;
private readonly int _shakeTime = 2250;
private readonly int _openTime = 2800;
private float _counter;
private bool _isOpening;
private bool _isPushed;
private bool _wasPushed;
private bool _rumbling;
public ObjKeyhole() : base("keyhole_block") { }
public ObjKeyhole(Map.Map map, int posX, int posY, string itemName, string outputKey, string strDialog) : base(map)
{
_itemName = itemName;
_outputKey = outputKey;
_strDialog = strDialog;
// check if the lock was already activated
if (_itemName == null || string.IsNullOrEmpty(_outputKey) ||
Game1.GameManager.SaveManager.GetString(_outputKey) == "1")
IsDead = true;
AddComponent(UpdateComponent.Index, new UpdateComponent(Update));
AddComponent(PushableComponent.Index, new PushableComponent(new CBox(posX + 3, posY + 8, 0, 10, 8, 8), OnPush) { InertiaTime = 75 });
}
private bool OnPush(Vector2 direction, PushableComponent.PushType pushType)
{
// check if the player has the key to open the door
if (pushType == PushableComponent.PushType.Impact || _isOpening || direction.Y >= 0)
return false;
_isPushed = true;
if (Game1.GameManager.GetItem(_itemName) == null)
{
// make sure to only show the dialog the first time while being pushed and after stopping to push
if (!_wasPushed)
Game1.GameManager.StartDialogPath(_strDialog);
return false;
}
Open();
return true;
}
private void Open()
{
_isOpening = true;
Game1.GbsPlayer.Pause();
// key sound
Game1.GameManager.PlaySoundEffect("D378-04-04");
}
private void Update()
{
_wasPushed = _isPushed;
_isPushed = false;
if (!_isOpening)
return;
MapManager.ObjLink.FreezePlayer();
_counter += Game1.DeltaTime;
if (!_rumbling && _counter > 500)
{
_rumbling = true;
// dungeon one sound
Game1.GameManager.PlaySoundEffect("D378-42-2A");
// rumble sound; maybe used for other dungeons?
//Game1.GameManager.PlaySoundEffect("D378-29-1D");
//Game1.GameManager.PlaySoundEffect("D378-46-2E");
// shake the screen
Game1.GameManager.ShakeScreen(_shakeTime, 2, 1, 5.0f, 2.25f);
}
if (_counter <= _openTime)
return;
// set the key and open the gate
Game1.GameManager.SaveManager.SetString(_outputKey, "1");
Map.Objects.DeleteObjects.Add(this);
Game1.GbsPlayer.Resume();
}
}
}