v0.1
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using System;
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using System.Collections.Generic;
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using System.Xml.Linq;
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using FarseerPhysics;
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using FarseerPhysics.Dynamics.Joints;
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using Microsoft.Xna.Framework;
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namespace Subsurface.Items.Components
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{
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struct LimbPos
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{
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public LimbType limbType;
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public Vector2 position;
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}
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class Controller : ItemComponent
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{
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//where the limbs of the user should be positioned when using the controller
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List<LimbPos> limbPositions;
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Direction dir;
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//the x-position where the user walks to when using the controller
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float userPos;
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Camera cam;
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Character character;
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[HasDefaultValue(1.0f,false)]
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public float UserPos
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{
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set { userPos = value; }
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}
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public Controller(Item item, XElement element)
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: base(item, element)
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{
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limbPositions = new List<LimbPos>();
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dir = (Direction)Enum.Parse(typeof(Direction), ToolBox.GetAttributeString(element, "direction", "None"), true);
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foreach (XElement el in element.Elements())
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{
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if (el.Name != "limbposition") continue;
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LimbPos lp = new LimbPos();
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try
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{
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lp.limbType = (LimbType)Enum.Parse(typeof(LimbType), el.Attribute("limb").Value, true);
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}
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catch (Exception e)
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{
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DebugConsole.ThrowError("Error in " + element + ": " + e.Message, e);
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}
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lp.position = ToolBox.GetAttributeVector2(el, "position", Vector2.Zero);
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limbPositions.Add(lp);
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}
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isActive = true;
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}
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public override void Update(float deltaTime, Camera cam)
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{
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this.cam = cam;
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if (character == null || character.SelectedConstruction != item)
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{
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if (character != null)
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{
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character.SelectedConstruction = null;
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character.AnimController.Anim = AnimController.Animation.None;
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character = null;
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}
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isActive = false;
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return;
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}
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ApplyStatusEffects(ActionType.OnActive, deltaTime, character);
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if (userPos != 0.0f && character.AnimController.Anim != AnimController.Animation.UsingConstruction)
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{
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Limb torso = character.AnimController.GetLimb(LimbType.Torso);
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float torsoX = ConvertUnits.ToDisplayUnits(torso.SimPosition.X);
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if (Math.Abs(torsoX - item.Rect.X + userPos) > 10.0f)
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{
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character.AnimController.Anim = AnimController.Animation.None;
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character.AnimController.TargetMovement =
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new Vector2(
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Math.Min(Math.Max(item.Rect.X + userPos - torsoX, -1.0f), 1.0f),
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0.0f);
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character.AnimController.TargetDir = (Math.Sign(torsoX - item.Rect.X + userPos) == 1) ? Direction.Right : Direction.Left;
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return;
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}
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}
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if (limbPositions.Count == 0) return;
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character.AnimController.Anim = AnimController.Animation.UsingConstruction;
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character.AnimController.ResetPullJoints();
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if (dir != 0) character.AnimController.TargetDir = dir;
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foreach (LimbPos lb in limbPositions)
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{
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Limb limb = character.AnimController.GetLimb(lb.limbType);
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if (limb == null) continue;
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FixedMouseJoint fmj = limb.pullJoint;
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if (fmj == null) continue;
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Vector2 position = ConvertUnits.ToSimUnits(lb.position + new Vector2(item.Rect.X, item.Rect.Y));
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fmj.Enabled = true;
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fmj.WorldAnchorB = position;
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}
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//foreach (MapEntity e in item.linkedTo)
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//{
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// Item linkedItem = e as Item;
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// if (linkedItem == null) continue;
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// linkedItem.Update(cam, deltaTime);
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//}
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item.SendSignal(ToolBox.Vector2ToString(character.CursorPosition), "position_out");
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}
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public override bool Use(float deltaTime, Character activator = null)
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{
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//character = activator;
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//foreach (MapEntity e in item.linkedTo)
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//{
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// Item linkedItem = e as Item;
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// if (linkedItem == null) continue;
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// linkedItem.Use(deltaTime, activator);
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//}
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item.SendSignal("1", "trigger_out");
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ApplyStatusEffects(ActionType.OnUse, 1.0f, activator);
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return true;
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}
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public override void SecondaryUse(float deltaTime, Character character = null)
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{
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if (character == null) return;
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foreach (Connection c in item.Connections)
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{
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if (c.Name != "position_out") continue;
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foreach (Connection c2 in c.Recipients)
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{
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if (c2 == null || c2.Item==null || !c2.Item.Prefab.FocusOnSelected) continue;
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Vector2 centerPos = c2.Item.Position;
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if (character == Character.Controlled && cam != null)
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{
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Lights.LightManager.ViewPos = centerPos;
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cam.TargetPos = c2.Item.Position;
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}
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break;
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}
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}
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//foreach (MapEntity e in item.linkedTo)
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//{
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// Item linkedItem = e as Item;
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// if (linkedItem == null) continue;
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// linkedItem.SecondaryUse(deltaTime, character);
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//}
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}
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public override bool Pick(Character picker)
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{
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item.SendSignal("1", "signal_out");
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return true;
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}
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public override bool Select(Character activator = null)
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{
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if (character!=null && character.SelectedConstruction == item)
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{
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character = null;
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isActive = false;
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if (activator != null) activator.AnimController.Anim = AnimController.Animation.None;
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return false;
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}
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else
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{
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character = activator;
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if (activator == null) return false;
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isActive = true;
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}
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item.SendSignal("1", "signal_out");
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return true;
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}
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}
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}
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