Server job assigning logic, submarine movement syncing, submarine collision improvements, spawnpoints in levels
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using System;
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using FarseerPhysics.Dynamics;
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using Microsoft.Xna.Framework;
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namespace FarseerPhysics.Controllers
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{
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public abstract class AbstractForceController : Controller
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{
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#region DecayModes enum
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/// <summary>
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/// Modes for Decay. Actual Decay must be implemented in inheriting
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/// classes
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/// </summary>
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public enum DecayModes
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{
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None,
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Step,
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Linear,
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InverseSquare,
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Curve
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}
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#endregion
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#region ForceTypes enum
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/// <summary>
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/// Forcetypes are used in the decay math to properly get the distance.
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/// They are also used to draw a representation in DebugView
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/// </summary>
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public enum ForceTypes
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{
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Point,
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Line,
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Area
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}
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#endregion
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#region TimingModes enum
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/// <summary>
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/// Timing Modes
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/// Switched: Standard on/off mode using the baseclass enabled property
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/// Triggered: When the Trigger() method is called the force is active
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/// for a specified Impulse Length
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/// Curve: Still to be defined. The basic idea is having a Trigger
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/// combined with a curve for the strength
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/// </summary>
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public enum TimingModes
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{
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Switched,
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Triggered,
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Curve
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}
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#endregion
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/// <summary>
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/// Curve to be used for Decay in Curve mode
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/// </summary>
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public Curve DecayCurve;
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/// <summary>
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/// The Forcetype of the instance
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/// </summary>
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public ForceTypes ForceType;
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/// <summary>
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/// Provided for reuse to provide Variation functionality in
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/// inheriting classes
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/// </summary>
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protected Random Randomize;
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/// <summary>
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/// Curve used by Curve Mode as an animated multiplier for the force
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/// strength.
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/// Only positions between 0 and 1 are considered as that range is
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/// stretched to have ImpulseLength.
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/// </summary>
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public Curve StrengthCurve;
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/// <summary>
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/// Constructor
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/// </summary>
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public AbstractForceController()
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: base(ControllerType.AbstractForceController)
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{
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Enabled = true;
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Strength = 1.0f;
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Position = new Vector2(0, 0);
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MaximumSpeed = 100.0f;
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TimingMode = TimingModes.Switched;
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ImpulseTime = 0.0f;
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ImpulseLength = 1.0f;
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Triggered = false;
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StrengthCurve = new Curve();
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Variation = 0.0f;
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Randomize = new Random(1234);
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DecayMode = DecayModes.None;
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DecayCurve = new Curve();
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DecayStart = 0.0f;
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DecayEnd = 0.0f;
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StrengthCurve.Keys.Add(new CurveKey(0, 5));
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StrengthCurve.Keys.Add(new CurveKey(0.1f, 5));
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StrengthCurve.Keys.Add(new CurveKey(0.2f, -4));
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StrengthCurve.Keys.Add(new CurveKey(1f, 0));
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}
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/// <summary>
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/// Overloaded Contstructor with supplying Timing Mode
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/// </summary>
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/// <param name="mode"></param>
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public AbstractForceController(TimingModes mode)
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: base(ControllerType.AbstractForceController)
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{
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TimingMode = mode;
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switch (mode)
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{
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case TimingModes.Switched:
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Enabled = true;
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break;
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case TimingModes.Triggered:
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Enabled = false;
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break;
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case TimingModes.Curve:
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Enabled = false;
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break;
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}
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}
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/// <summary>
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/// Global Strength of the force to be applied
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/// </summary>
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public float Strength { get; set; }
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/// <summary>
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/// Position of the Force. Can be ignored (left at (0,0) for forces
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/// that are not position-dependent
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/// </summary>
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public Vector2 Position { get; set; }
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/// <summary>
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/// Maximum speed of the bodies. Bodies that are travelling faster are
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/// supposed to be ignored
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/// </summary>
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public float MaximumSpeed { get; set; }
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/// <summary>
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/// Maximum Force to be applied. As opposed to Maximum Speed this is
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/// independent of the velocity of
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/// the affected body
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/// </summary>
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public float MaximumForce { get; set; }
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/// <summary>
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/// Timing Mode of the force instance
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/// </summary>
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public TimingModes TimingMode { get; set; }
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/// <summary>
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/// Time of the current impulse. Incremented in update till
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/// ImpulseLength is reached
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/// </summary>
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public float ImpulseTime { get; private set; }
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/// <summary>
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/// Length of a triggered impulse. Used in both Triggered and Curve Mode
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/// </summary>
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public float ImpulseLength { get; set; }
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/// <summary>
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/// Indicating if we are currently during an Impulse
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/// (Triggered and Curve Mode)
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/// </summary>
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public bool Triggered { get; private set; }
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/// <summary>
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/// Variation of the force applied to each body affected
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/// !! Must be used in inheriting classes properly !!
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/// </summary>
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public float Variation { get; set; }
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/// <summary>
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/// See DecayModes
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/// </summary>
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public DecayModes DecayMode { get; set; }
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/// <summary>
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/// Start of the distance based Decay. To set a non decaying area
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/// </summary>
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public float DecayStart { get; set; }
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/// <summary>
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/// Maximum distance a force should be applied
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/// </summary>
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public float DecayEnd { get; set; }
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/// <summary>
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/// Calculate the Decay for a given body. Meant to ease force
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/// development and stick to the DRY principle and provide unified and
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/// predictable decay math.
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/// </summary>
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/// <param name="body">The body to calculate decay for</param>
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/// <returns>A multiplier to multiply the force with to add decay
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/// support in inheriting classes</returns>
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protected float GetDecayMultiplier(Body body)
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{
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//TODO: Consider ForceType in distance calculation!
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float distance = (body.Position - Position).Length();
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switch (DecayMode)
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{
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case DecayModes.None:
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{
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return 1.0f;
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}
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case DecayModes.Step:
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{
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if (distance < DecayEnd)
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return 1.0f;
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else
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return 0.0f;
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}
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case DecayModes.Linear:
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{
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if (distance < DecayStart)
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return 1.0f;
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if (distance > DecayEnd)
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return 0.0f;
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return (DecayEnd - DecayStart / distance - DecayStart);
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}
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case DecayModes.InverseSquare:
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{
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if (distance < DecayStart)
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return 1.0f;
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else
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return 1.0f / ((distance - DecayStart) * (distance - DecayStart));
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}
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case DecayModes.Curve:
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{
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if (distance < DecayStart)
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return 1.0f;
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else
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return DecayCurve.Evaluate(distance - DecayStart);
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}
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default:
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return 1.0f;
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}
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}
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/// <summary>
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/// Triggers the trigger modes (Trigger and Curve)
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/// </summary>
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public void Trigger()
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{
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Triggered = true;
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ImpulseTime = 0;
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}
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/// <summary>
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/// Inherited from Controller
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/// Depending on the TimingMode perform timing logic and call ApplyForce()
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/// </summary>
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/// <param name="dt"></param>
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public override void Update(float dt)
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{
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switch (TimingMode)
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{
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case TimingModes.Switched:
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{
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if (Enabled)
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{
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ApplyForce(dt, Strength);
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}
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break;
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}
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case TimingModes.Triggered:
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{
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if (Enabled && Triggered)
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{
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if (ImpulseTime < ImpulseLength)
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{
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ApplyForce(dt, Strength);
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ImpulseTime += dt;
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}
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else
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{
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Triggered = false;
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}
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}
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break;
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}
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case TimingModes.Curve:
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{
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if (Enabled && Triggered)
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{
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if (ImpulseTime < ImpulseLength)
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{
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ApplyForce(dt, Strength * StrengthCurve.Evaluate(ImpulseTime));
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ImpulseTime += dt;
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}
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else
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{
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Triggered = false;
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}
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}
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break;
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}
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}
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}
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/// <summary>
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/// Apply the force supplying strength (wich is modified in Update()
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/// according to the TimingMode
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/// </summary>
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/// <param name="dt"></param>
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/// <param name="strength">The strength</param>
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public abstract void ApplyForce(float dt, float strength);
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}
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}
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