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