Files
LuaCsForBarotraumaEP/Subsurface/Items/Components/Holdable/Holdable.cs
2015-07-22 20:22:50 +03:00

224 lines
6.1 KiB
C#

using System.Xml.Linq;
using FarseerPhysics;
using Microsoft.Xna.Framework;
namespace Subsurface.Items.Components
{
class Holdable : ItemComponent
{
//the position(s) in the item that the character grabs
protected Vector2[] handlePos;
protected Character picker;
//the distance from the holding characters elbow to center of the physics body of the item
protected Vector2 holdPos;
protected Vector2 aimPos;
protected bool aimable;
private bool attachable;
private bool attached;
private PhysicsBody body;
//the angle in which the character holds the item
protected float holdAngle;
[HasDefaultValue(false, true)]
public bool Attached
{
get { return attached; }
set { attached = value; }
}
[HasDefaultValue(false, false)]
public bool Aimable
{
get { return aimable; }
set { aimable = value; }
}
[HasDefaultValue(false, false)]
public bool Attachable
{
get { return attachable; }
set { attachable = value; }
}
[HasDefaultValue("0.0,0.0", false)]
public string HoldPos
{
get { return ToolBox.Vector2ToString(ConvertUnits.ToDisplayUnits(holdPos)); }
set { holdPos = ConvertUnits.ToSimUnits(ToolBox.ParseToVector2(value)); }
}
[HasDefaultValue("0.0,0.0", false)]
public string AimPos
{
get { return ToolBox.Vector2ToString(ConvertUnits.ToDisplayUnits(aimPos)); }
set { aimPos = ConvertUnits.ToSimUnits(ToolBox.ParseToVector2(value)); }
}
[HasDefaultValue(0.0f, false)]
public float HoldAngle
{
get { return MathHelper.ToDegrees(holdAngle); }
set { holdAngle = MathHelper.ToRadians(value); }
}
public Holdable(Item item, XElement element)
: base(item, element)
{
body = item.body;
handlePos = new Vector2[2];
for (int i = 1; i < 3; i++)
{
handlePos[i - 1] = ToolBox.GetAttributeVector2(element, "handle" + i, Vector2.Zero);
handlePos[i - 1] = ConvertUnits.ToSimUnits(handlePos[i - 1]);
}
canBePicked = true;
//holdAngle = ToolBox.GetAttributeFloat(element, "holdangle", 0.0f);
//holdAngle = MathHelper.ToRadians(holdAngle);
}
//public override void Equip(Character picker)
//{
// if (picker == null) return;
// if (picker.Inventory == null) return;
// this.picker = picker;
// for (int i = item.linkedTo.Count - 1; i >= 0; i--)
// item.linkedTo[i].RemoveLinked((MapEntity)item);
// item.linkedTo.Clear();
// System.Diagnostics.Debug.WriteLine("picked item");
// //this.picker = picker;
// picker.SelectedItem = item;
// isActive = true;
//}
public override void Drop(Character dropper)
{
if (picker == null)
{
if (dropper==null) return;
picker = dropper;
}
if (picker.Inventory == null) return;
item.body.Enabled = true;
isActive = false;
//item.Unequip();
picker.DeselectItem(item);
picker.Inventory.RemoveItem(item);
picker = null;
}
public override void Equip(Character character)
{
picker = character;
if (!item.body.Enabled)
{
Limb rightHand = picker.AnimController.GetLimb(LimbType.RightHand);
item.SetTransform(rightHand.SimPosition, 0.0f);
}
if (picker.TrySelectItem(item))
{
item.body.Enabled = true;
isActive = true;
}
}
public override void Unequip(Character character)
{
if (picker == null) return;
picker.DeselectItem(item);
item.body.Enabled = false;
isActive = false;
}
public override bool Pick(Character picker)
{
if (!attachable) return false;
//if (item.body==null)
//{
// DebugConsole.ThrowError("Item " + item + " must have a physics body component to be attachable!");
// return false;
//}
if (attached) return false;
item.body = body;
item.body.Enabled = true;
return true;
}
public override bool Use(float deltaTime, Character character = null)
{
if (!attachable || item.body==null) return false;
item.Drop();
item.body.Enabled = false;
item.body = null;
return true;
}
public override void UpdateBroken(float deltaTime, Camera cam)
{
Update(deltaTime, cam);
}
public override void Update(float deltaTime, Camera cam)
{
//if (picker == null)// || picker.animController.selectedItem != item)
//{
// System.Diagnostics.Debug.WriteLine("drop");
// //picker = null;
// isActive = false;
// return;
//}
if (!item.body.Enabled) return;
if (!picker.HasSelectedItem(item)) isActive = false;
ApplyStatusEffects(ActionType.OnActive, deltaTime, picker);
if (item.body.Dir != picker.AnimController.Dir) Flip(item);
AnimController ac = picker.AnimController;
ac.HoldItem(deltaTime, cam, item, handlePos, holdPos, aimPos, holdAngle);
}
protected void Flip(Item item)
{
handlePos[0].X = -handlePos[0].X;
handlePos[1].X = -handlePos[1].X;
item.body.Dir = -item.body.Dir;
}
public override void OnMapLoaded()
{
if (attached) Use(1.0f);
}
}
}