LADXHD/InGame/GameObjects/Dungeon/ObjKillTrigger.cs
2023-12-14 17:21:22 -05:00

77 lines
2.6 KiB
C#

using System.Collections.Generic;
using Microsoft.Xna.Framework;
using ProjectZ.InGame.GameObjects.Base;
using ProjectZ.InGame.GameObjects.Base.CObjects;
using ProjectZ.InGame.GameObjects.Base.Components;
using ProjectZ.InGame.GameObjects.Enemies;
using ProjectZ.InGame.Things;
namespace ProjectZ.InGame.GameObjects.Dungeon
{
class ObjKillTrigger : GameObject
{
private readonly List<GameObject> _enemyList = new List<GameObject>();
private readonly Rectangle _triggerField;
private readonly string _triggerKey;
private int _currentState;
public ObjKillTrigger() : base("editor kill trigger") { }
public ObjKillTrigger(Map.Map map, int posX, int posY, string triggerKey) : base(map)
{
Tags = Values.GameObjectTag.None;
EntityPosition = new CPosition(posX, posY, 0);
EntitySize = new Rectangle(0, 0, 16, 16);
_triggerKey = triggerKey;
_triggerField = map.GetField(posX, posY);
if (_triggerKey == null)
{
IsDead = true;
return;
}
AddComponent(UpdateComponent.Index, new UpdateComponent(Update));
}
private void Update()
{
// get the enemies the object should watch over
Map.Objects.GetGameObjectsWithTag(_enemyList, Values.GameObjectTag.Enemy,
_triggerField.X, _triggerField.Y, _triggerField.Width, _triggerField.Height);
var enemy0Alive = false;
var enemy1Alive = false;
var enemy2Alive = false;
// check which enemies are alive
foreach (var gameObject in _enemyList)
{
if (gameObject is EnemyPolsVoice)
enemy0Alive = true;
if (gameObject is EnemyKeese)
enemy1Alive = true;
if (gameObject is EnemyShroudedStalfos)
enemy2Alive = true;
}
if (_currentState == 0 && !enemy0Alive && enemy1Alive && enemy2Alive)
_currentState = 1;
if (_currentState == 1 && !enemy0Alive && !enemy1Alive && enemy2Alive)
_currentState = 2;
if (_currentState == 2 && !enemy0Alive && !enemy1Alive && !enemy2Alive)
_currentState = 3;
if (_currentState < 3)
return;
Game1.GameManager.SaveManager.SetString(_triggerKey, "1");
// remove the object
Map.Objects.DeleteObjects.Add(this);
}
}
}