WIP level position syncing, job prefabs and assigning jobs to characters

This commit is contained in:
Regalis11
2015-07-06 21:17:32 +03:00
parent d836a99515
commit 55b00e5ed0
13 changed files with 309 additions and 144 deletions
+4 -2
View File
@@ -13,7 +13,7 @@ namespace Subsurface
public int HeadSpriteId;
//public int ID;
public Job Job;
public Gender Gender;
@@ -24,7 +24,7 @@ namespace Subsurface
// return gender.ToString();
//}
public CharacterInfo(string file, string name = "", Gender gender = Gender.None)
public CharacterInfo(string file, string name = "", Gender gender = Gender.None, Job job = null)
{
this.File = file;
@@ -62,6 +62,8 @@ namespace Subsurface
HeadSpriteId = Rand.Range((int)headSpriteRange.X, (int)headSpriteRange.Y + 1);
}
this.Job = (job == null) ? Job.Random() : job;
if (!string.IsNullOrEmpty(name))
{
this.Name = name;
+4 -2
View File
@@ -106,14 +106,16 @@ namespace Subsurface
float movementAngle = MathUtils.VectorToAngle(movement) - MathHelper.PiOver2;
Limb tail = GetLimb(LimbType.Tail);
if (tail != null && waveAmplitude>0.0f)
if (tail != null && waveAmplitude > 0.0f)
{
walkPos -= movement.Length();
float waveRotation = (float)Math.Sin(walkPos / waveLength)*waveAmplitude;
float waveRotation = (float)Math.Sin(walkPos / waveLength) * waveAmplitude;
float angle = MathUtils.GetShortestAngle(tail.body.Rotation, movementAngle + waveRotation);
tail.body.ApplyTorque(angle * tail.Mass);
//limbs[tailIndex].body.ApplyTorque((Math.Sign(angle) + Math.Max(Math.Min(angle * 10.0f, 10.0f), -10.0f)) * limbs[tailIndex].body.Mass);
//limbs[tailIndex].body.ApplyTorque(-limbs[tailIndex].body.AngularVelocity * 0.5f * limbs[tailIndex].body.Mass);
}
+28 -32
View File
@@ -1,56 +1,52 @@
using System.Collections.Generic;
using System.Xml.Linq;
using Microsoft.Xna.Framework;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
namespace Subsurface
{
class Job
{
public static List<Job> jobList;
string name;
string description;
//names of the items the character spawns with
public List<string> itemNames;
private JobPrefab prefab;
private Dictionary<string, float> skills;
public string Name
{
get { return name; }
get { return prefab.Name; }
}
public Job(XElement element)
public string Description
{
name = element.Name.ToString();
get { return prefab.Description; }
}
description = ToolBox.GetAttributeString(element, "description", "");
public Job(JobPrefab jobPrefab)
{
prefab = jobPrefab;
itemNames = new List<string>();
foreach (XElement subElement in element.Elements())
skills = new Dictionary<string, float>();
foreach (KeyValuePair<string, Vector2> skill in prefab.skills)
{
switch (subElement.Name.ToString())
{
case "item":
string itemName = ToolBox.GetAttributeString(subElement, "name", "");
if (!string.IsNullOrEmpty(itemName)) itemNames.Add(itemName);
break;
}
skills.Add(skill.Key, Rand.Range(skill.Value.X, skill.Value.Y, false));
}
}
public static void LoadAll(string filePath)
public static Job Random()
{
jobList = new List<Job>();
JobPrefab prefab = JobPrefab.List[Rand.Int(JobPrefab.List.Count-1, false)];
XDocument doc = ToolBox.TryLoadXml(filePath);
if (doc == null) return;
return new Job(prefab);
}
foreach (XElement element in doc.Root.Elements())
{
Job job = new Job(element);
jobList.Add(job);
}
public float GetSkill(string skillName)
{
float skillLevel = 0.0f;
skills.TryGetValue(skillName.ToLower(), out skillLevel);
return skillLevel;
}
}
}
+105
View File
@@ -0,0 +1,105 @@
using Microsoft.Xna.Framework;
using System.Collections.Generic;
using System.Globalization;
using System.Xml.Linq;
namespace Subsurface
{
class JobPrefab
{
public static List<JobPrefab> List;
string name;
string description;
//names of the items the character spawns with
public List<string> itemNames;
public Dictionary<string, Vector2> skills;
public string Name
{
get { return name; }
}
public string Description
{
get { return description; }
}
//public float GetSkill(string skillName)
//{
// float skillLevel = 0.0f;
// if (skills.TryGetValue(skillName.ToLower(), out skillLevel))
// {
// return skillLevel;
// }
// else
// {
// DebugConsole.ThrowError("Skill ''"+skillName+" not found!");
// return skillLevel;
// }
//}
public JobPrefab(XElement element)
{
name = element.Name.ToString();
description = ToolBox.GetAttributeString(element, "description", "");
itemNames = new List<string>();
skills = new Dictionary<string, Vector2>();
foreach (XElement subElement in element.Elements())
{
switch (subElement.Name.ToString())
{
case "item":
string itemName = ToolBox.GetAttributeString(subElement, "name", "");
if (!string.IsNullOrEmpty(itemName)) itemNames.Add(itemName);
break;
case "skills":
LoadSkills(subElement);
break;
}
}
}
private void LoadSkills(XElement element)
{
foreach (XElement subElement in element.Elements())
{
string skillName = subElement.Name.ToString().ToLower();
if (skills.ContainsKey(skillName)) continue;
var levelAttribute = subElement.Attribute("level").ToString();
if (levelAttribute.Contains("'"))
{
skills.Add(skillName, ToolBox.ParseToVector2(levelAttribute, false));
}
else
{
float skillLevel = float.Parse(levelAttribute, CultureInfo.InvariantCulture);
skills.Add(skillName, new Vector2(skillLevel, skillLevel));
}
}
}
public static void LoadAll(string filePath)
{
List = new List<JobPrefab>();
XDocument doc = ToolBox.TryLoadXml(filePath);
if (doc == null) return;
foreach (XElement element in doc.Root.Elements())
{
JobPrefab job = new JobPrefab(element);
List.Add(job);
}
}
}
}