220 lines
6.1 KiB
C#
220 lines
6.1 KiB
C#
using System.Xml.Linq;
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using FarseerPhysics;
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using Microsoft.Xna.Framework;
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namespace Subsurface.Items.Components
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{
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class Holdable : ItemComponent
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{
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//the position(s) in the item that the character grabs
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protected Vector2[] handlePos;
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protected Character picker;
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//the distance from the holding characters elbow to center of the physics body of the item
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protected Vector2 holdPos;
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protected Vector2 aimPos;
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protected bool aimable;
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private bool attachable;
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private bool attached;
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private PhysicsBody body;
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//the angle in which the character holds the item
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protected float holdAngle;
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[HasDefaultValue(false, true)]
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public bool Attached
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{
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get { return attached; }
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set { attached = value; }
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}
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[HasDefaultValue(false, false)]
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public bool Aimable
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{
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get { return aimable; }
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set { aimable = value; }
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}
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[HasDefaultValue(false, false)]
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public bool Attachable
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{
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get { return attachable; }
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set { attachable = value; }
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}
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[HasDefaultValue("0.0,0.0", false)]
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public string HoldPos
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{
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get { return ToolBox.Vector2ToString(ConvertUnits.ToDisplayUnits(holdPos)); }
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set { holdPos = ConvertUnits.ToSimUnits(ToolBox.ParseToVector2(value)); }
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}
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[HasDefaultValue("0.0,0.0", false)]
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public string AimPos
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{
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get { return ToolBox.Vector2ToString(ConvertUnits.ToDisplayUnits(aimPos)); }
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set { aimPos = ConvertUnits.ToSimUnits(ToolBox.ParseToVector2(value)); }
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}
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[HasDefaultValue(0.0f, false)]
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public float HoldAngle
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{
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get { return MathHelper.ToDegrees(holdAngle); }
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set { holdAngle = MathHelper.ToRadians(value); }
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}
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public Holdable(Item item, XElement element)
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: base(item, element)
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{
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body = item.body;
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handlePos = new Vector2[2];
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for (int i = 1; i < 3; i++)
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{
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handlePos[i - 1] = ToolBox.GetAttributeVector2(element, "handle" + i, Vector2.Zero);
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handlePos[i - 1] = ConvertUnits.ToSimUnits(handlePos[i - 1]);
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}
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//holdAngle = ToolBox.GetAttributeFloat(element, "holdangle", 0.0f);
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//holdAngle = MathHelper.ToRadians(holdAngle);
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}
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//public override void Equip(Character picker)
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//{
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// if (picker == null) return;
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// if (picker.Inventory == null) return;
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// this.picker = picker;
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// for (int i = item.linkedTo.Count - 1; i >= 0; i--)
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// item.linkedTo[i].RemoveLinked((MapEntity)item);
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// item.linkedTo.Clear();
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// System.Diagnostics.Debug.WriteLine("picked item");
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// //this.picker = picker;
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// picker.SelectedItem = item;
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// isActive = true;
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//}
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public override void Drop(Character dropper)
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{
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if (picker == null)
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{
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if (dropper==null) return;
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picker = dropper;
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}
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if (picker.Inventory == null) return;
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item.body.Enabled = true;
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isActive = false;
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//item.Unequip();
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picker.DeselectItem(item);
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picker.Inventory.RemoveItem(item);
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picker = null;
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}
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public override void Equip(Character character)
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{
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picker = character;
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if (!item.body.Enabled)
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{
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Limb rightHand = picker.animController.GetLimb(LimbType.RightHand);
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item.SetTransform(rightHand.SimPosition, 0.0f);
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}
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if (picker.TrySelectItem(item))
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{
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item.body.Enabled = true;
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isActive = true;
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}
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}
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public override void Unequip(Character character)
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{
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if (picker == null) return;
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picker.DeselectItem(item);
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item.body.Enabled = false;
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isActive = false;
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}
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public override bool Pick(Character picker)
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{
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if (!attachable) return false;
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//if (item.body==null)
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//{
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// DebugConsole.ThrowError("Item " + item + " must have a physics body component to be attachable!");
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// return false;
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//}
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item.body = body;
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item.body.Enabled = true;
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return true;
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}
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public override bool Use(Character character = null)
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{
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if (!attachable || item.body==null) return false;
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item.Drop();
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item.body.Enabled = false;
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item.body = null;
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return true;
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}
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public override void UpdateBroken(float deltaTime, Camera cam)
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{
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Update(deltaTime, cam);
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}
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public override void Update(float deltaTime, Camera cam)
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{
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//if (picker == null)// || picker.animController.selectedItem != item)
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//{
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// System.Diagnostics.Debug.WriteLine("drop");
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// //picker = null;
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// isActive = false;
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// return;
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//}
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if (!item.body.Enabled) return;
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if (!picker.HasSelectedItem(item)) isActive = false;
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ApplyStatusEffects(ActionType.OnActive, deltaTime, picker);
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if (item.body.Dir != picker.animController.Dir) Flip(item);
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AnimController ac = picker.animController;
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ac.HoldItem(deltaTime, cam, item, handlePos, holdPos, aimPos, holdAngle);
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}
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protected void Flip(Item item)
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{
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handlePos[0].X = -handlePos[0].X;
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handlePos[1].X = -handlePos[1].X;
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item.body.Dir = -item.body.Dir;
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}
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public override void OnMapLoaded()
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{
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if (attached) Use();
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}
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}
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}
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