mirror of
https://github.com/Phantop/LADXHD.git
synced 2024-11-01 04:14:22 +00:00
380 lines
13 KiB
C#
380 lines
13 KiB
C#
using System.Collections.Generic;
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using System.Globalization;
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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.CObjects;
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using ProjectZ.InGame.GameObjects.Base.Components;
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using ProjectZ.InGame.Map;
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using ProjectZ.InGame.SaveLoad;
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using ProjectZ.InGame.Things;
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namespace ProjectZ.InGame.GameObjects.NPCs
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{
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internal class ObjPersonNew : GameObject
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{
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struct MoveStep
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{
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public float MoveSpeed;
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public Vector2 Offset;
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}
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private Queue<MoveStep> _nextMoveStep = new Queue<MoveStep>();
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public BodyComponent Body;
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public readonly Animator Animator;
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private readonly CSprite _sprite;
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private readonly BodyDrawComponent _drawComponent;
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private readonly BodyDrawShadowComponent _shadowComponent;
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private readonly BodyCollisionComponent _collisionComponent;
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private readonly InteractComponent _interactionComponent;
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private readonly string _dialogId;
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private string _currentAnimation;
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private string _spawnCondition;
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private float _lookCounter;
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private int _lookRange = 32;
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private bool _directionMode = true;
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private bool _isMoving;
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private Vector2 _targetPosition;
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private float _moveSpeed;
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private float _fadeTime;
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private float _fadeCounter;
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private float _jumpTime;
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private float _jumpCounter;
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public ObjPersonNew() : base("person") { }
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public ObjPersonNew(Map.Map map, int posX, int posY, string spawnCondition, string animationId, string dialogId, string animationName, Rectangle bodyRectangle) : base(map)
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{
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if (string.IsNullOrEmpty(animationId))
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{
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IsDead = true;
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return;
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}
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EntityPosition = new CPosition(posX + 8, posY + 16, 0);
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EntitySize = new Rectangle(bodyRectangle.X - bodyRectangle.Width / 2, bodyRectangle.Y - bodyRectangle.Height, bodyRectangle.Width, bodyRectangle.Height);
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_spawnCondition = spawnCondition;
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_dialogId = dialogId;
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Animator = AnimatorSaveLoad.LoadAnimator("NPCs/" + animationId);
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if (Animator == null)
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{
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IsDead = true;
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return;
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}
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_sprite = new CSprite(EntityPosition);
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var animationComponent = new AnimationComponent(Animator, _sprite, Vector2.Zero);
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Body = new BodyComponent(EntityPosition,
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bodyRectangle.X - bodyRectangle.Width / 2, bodyRectangle.Y - bodyRectangle.Height, bodyRectangle.Width, bodyRectangle.Height, bodyRectangle.Height)
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{
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Gravity = -0.15f,
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};
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AddComponent(KeyChangeListenerComponent.Index, new KeyChangeListenerComponent(OnKeyChange));
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AddComponent(BodyComponent.Index, Body);
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// only the player should collide with the npc
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AddComponent(CollisionComponent.Index, _collisionComponent = new BodyCollisionComponent(Body, Values.CollisionTypes.Enemy | Values.CollisionTypes.PushIgnore));
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if (!string.IsNullOrEmpty(_dialogId))
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AddComponent(InteractComponent.Index, _interactionComponent = new InteractComponent(Body.BodyBox, Interact));
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AddComponent(BaseAnimationComponent.Index, animationComponent);
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AddComponent(UpdateComponent.Index, new UpdateComponent(Update));
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AddComponent(DrawComponent.Index, _drawComponent = new BodyDrawComponent(Body, _sprite, Values.LayerPlayer) { WaterOutline = false });
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AddComponent(DrawShadowComponent.Index, _shadowComponent = new BodyDrawShadowComponent(Body, _sprite));
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if (animationName == "pHidden")
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{
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SetVisibility(false);
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}
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else if (!string.IsNullOrEmpty(animationName))
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{
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_directionMode = false;
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Animator.Play(animationName);
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}
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else
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{
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Animator.Play("stand_3");
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}
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if (!string.IsNullOrEmpty(_spawnCondition))
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{
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var spawnValue = Game1.GameManager.SaveManager.GetString(_spawnCondition);
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if (spawnValue != "1")
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SetActive(false);
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}
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}
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private void SetActive(bool isActive)
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{
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_collisionComponent.IsActive = isActive;
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_interactionComponent.IsActive = isActive;
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_drawComponent.IsActive = isActive;
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_shadowComponent.IsActive = isActive;
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}
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private void Update()
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{
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UpdateMoving();
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UpdateFade();
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JumpMode();
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_lookCounter -= Game1.DeltaTime;
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if (!_isMoving && _directionMode && _lookCounter < 0)
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{
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_lookCounter += 750;
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UpdateLookAnimation();
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}
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// finished playing
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if (_currentAnimation != null && !Animator.IsPlaying)
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{
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_currentAnimation = null;
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Game1.GameManager.SaveManager.SetString(_dialogId + "Finished", "1");
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}
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}
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private void UpdateLookAnimation()
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{
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var playerDistance = new Vector2(
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MapManager.ObjLink.EntityPosition.X - (EntityPosition.X),
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MapManager.ObjLink.EntityPosition.Y - (EntityPosition.Y - 4));
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var dir = 3;
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// rotate in the direction of the player
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if (playerDistance.Length() < _lookRange)
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dir = AnimationHelper.GetDirection(playerDistance);
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// look at the player
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if (_currentAnimation == null)
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{
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var animationIndex = Animator.GetAnimationIndex("stand_" + dir);
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if (animationIndex >= 0)
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Animator.Play(animationIndex);
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else
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Animator.Play("stand_" + (playerDistance.Y < 0 ? "1" : "3"));
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}
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}
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private void UpdateMoving()
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{
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if (!_isMoving)
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return;
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// move towards the target position
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var targetDistance = _targetPosition - EntityPosition.Position;
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if (targetDistance.Length() > _moveSpeed * Game1.TimeMultiplier)
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{
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targetDistance.Normalize();
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Body.VelocityTarget = targetDistance * _moveSpeed;
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if (_currentAnimation == null)
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{
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var dir = AnimationHelper.GetDirection(targetDistance);
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Animator.Play("walk_" + dir);
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}
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}
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// finished walking
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else
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{
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_lookCounter = 0;
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Body.VelocityTarget = Vector2.Zero;
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EntityPosition.Set(_targetPosition);
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if (_nextMoveStep.Count > 0)
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DequeueMove();
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else
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{
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_isMoving = false;
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SetMovingString(false);
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}
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}
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}
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private void DequeueMove()
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{
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var move = _nextMoveStep.Dequeue();
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_moveSpeed = move.MoveSpeed;
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_targetPosition = EntityPosition.Position + move.Offset;
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}
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private void UpdateFade()
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{
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if (_fadeTime < 0)
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{
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_fadeCounter += Game1.DeltaTime;
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if (_fadeCounter >= -_fadeTime)
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_fadeCounter = -_fadeTime;
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var percentage = _fadeCounter / -_fadeTime;
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_sprite.Color = Color.White * percentage;
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_shadowComponent.Transparency = percentage;
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if (_fadeCounter >= -_fadeTime)
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_fadeTime = 0;
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}
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else if (_fadeTime > 0)
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{
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_fadeCounter -= Game1.DeltaTime;
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if (_fadeCounter <= 0)
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Map.Objects.DeleteObjects.Add(this);
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else
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{
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var percentage = _fadeCounter / _fadeTime;
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_sprite.Color = Color.White * percentage;
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_shadowComponent.Transparency = percentage;
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}
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}
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}
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private void JumpMode()
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{
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if (_jumpTime <= 0)
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return;
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_jumpCounter -= Game1.DeltaTime;
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if (_jumpCounter < 0)
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{
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_jumpCounter += _jumpTime;
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Body.Velocity.Z = 1.125f;
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}
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}
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public void DisableRotating()
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{
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_directionMode = false;
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}
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private bool Interact()
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{
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if (!_isMoving && _directionMode)
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UpdateLookAnimation();
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Game1.GameManager.StartDialogPath(_dialogId);
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return true;
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}
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private void SetVisibility(bool visible)
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{
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_sprite.IsVisible = visible;
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_shadowComponent.IsActive = visible;
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}
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private void OnKeyChange()
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{
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if (!string.IsNullOrEmpty(_spawnCondition))
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{
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var spawnValue = Game1.GameManager.SaveManager.GetString(_spawnCondition);
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if (spawnValue == "1")
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SetActive(true);
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}
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// start new animation?
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var animationString = _dialogId + "Animation";
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var animationValues = Game1.GameManager.SaveManager.GetString(animationString);
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if (animationValues != null)
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{
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if (animationValues == "-")
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{
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_currentAnimation = null;
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}
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else if (animationValues != "")
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{
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SetVisibility(true);
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_currentAnimation = animationValues;
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Animator.Play(_currentAnimation);
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}
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else
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{
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SetVisibility(false);
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_currentAnimation = null;
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}
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Game1.GameManager.SaveManager.RemoveString(animationString);
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}
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// start moving?
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var moveString = _dialogId + "Move";
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var moveValue = Game1.GameManager.SaveManager.GetString(moveString);
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if (moveValue != null)
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{
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// offsetX; offsetY; movementSpeed
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var split = moveValue.Split(',');
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if (split.Length == 3)
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{
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var offsetX = int.Parse(split[0]);
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var offsetY = int.Parse(split[1]);
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var moveSpeed = float.Parse(split[2], CultureInfo.InvariantCulture);
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_nextMoveStep.Enqueue(new MoveStep() { MoveSpeed = moveSpeed, Offset = new Vector2(offsetX, offsetY) });
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if (!_isMoving)
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{
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_isMoving = true;
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DequeueMove();
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SetMovingString(true);
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Body.CollisionTypes = Values.CollisionTypes.None;
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}
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}
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Game1.GameManager.SaveManager.RemoveString(moveString);
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}
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// start jumping?
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var jumpString = _dialogId + "Jump";
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var jumpValue = Game1.GameManager.SaveManager.GetString(jumpString);
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if (!string.IsNullOrEmpty(jumpValue))
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{
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var split = jumpValue.Split(',');
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if (split.Length == 1)
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{
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_jumpTime = int.Parse(jumpValue);
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}
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else
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{
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// jump one time
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Body.Velocity.Z = float.Parse(split[0], CultureInfo.InvariantCulture);
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Body.Gravity = float.Parse(split[1], CultureInfo.InvariantCulture);
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}
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Game1.GameManager.SaveManager.RemoveString(jumpString);
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}
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// change look range?
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var rangeString = _dialogId + "Range";
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var rangeValue = Game1.GameManager.SaveManager.GetString(rangeString);
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if (!string.IsNullOrEmpty(rangeValue))
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{
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_lookRange = int.Parse(rangeValue);
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Game1.GameManager.SaveManager.RemoveString(rangeString);
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}
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// start fading away?
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var fadeString = _dialogId + "Fade";
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var fadeValue = Game1.GameManager.SaveManager.GetString(fadeString);
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if (!string.IsNullOrEmpty(fadeValue))
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{
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// negative value -> fade in
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// positive value -> fade out
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_fadeTime = int.Parse(fadeValue);
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_fadeCounter = _fadeTime;
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UpdateFade();
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Game1.GameManager.SaveManager.RemoveString(fadeString);
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}
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}
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private void SetMovingString(bool state)
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{
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Game1.GameManager.SaveManager.SetString(_dialogId + "Moving", state ? "1" : "0");
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}
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}
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} |