101 lines
3.1 KiB
C#
101 lines
3.1 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Xml.Linq;
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using FarseerPhysics;
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using FarseerPhysics.Dynamics;
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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 RangedWeapon : ItemComponent
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{
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private float reload;
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private Vector2 barrelPos;
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//[Initable(new Vector2(0.0f, 0.0f))]
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public Vector2 BarrelPos
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{
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get { return new Vector2(barrelPos.X * item.body.Dir, barrelPos.Y); }
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}
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public Vector2 TransformedBarrelPos
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{
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get
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{
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Matrix bodyTransform = Matrix.CreateRotationZ(item.body.Rotation);
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return (Vector2.Transform(BarrelPos, bodyTransform) + item.body.Position);
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}
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}
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public RangedWeapon(Item item, XElement element)
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: base(item, element)
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{
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barrelPos = ToolBox.GetAttributeVector2(element, "barrelpos", Vector2.Zero);
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barrelPos = ConvertUnits.ToSimUnits(barrelPos);
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}
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public override void Update(float deltaTime, Camera cam)
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{
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reload -= deltaTime;
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if (reload < 0.0f)
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{
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reload = 0.0f;
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isActive = false;
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}
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}
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public override bool Use(Character character = null)
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{
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if (character == null) return false;
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if (!character.SecondaryKeyDown.State || reload > 0.0f) return false;
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isActive = true;
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reload = 1.0f;
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List<Body> limbBodies = new List<Body>();
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foreach (Limb l in character.animController.limbs)
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{
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limbBodies.Add(l.body.FarseerBody);
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}
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Item[] containedItems = item.ContainedItems;
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if (containedItems == null || !containedItems.Any()) return false;
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foreach (Item projectile in containedItems)
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{
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if (projectile == null) continue;
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//find the projectile-itemcomponent of the projectile,
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//and add the limbs of the shooter to the list of bodies to be ignored
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//so that the player can't shoot himself
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Projectile projectileComponent= projectile.GetComponent<Projectile>();
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if (projectileComponent == null) continue;
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projectileComponent.ignoredBodies = limbBodies;
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projectile.body.ResetDynamics();
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projectile.SetTransform(TransformedBarrelPos,
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(item.body.Dir == 1.0f) ? item.body.Rotation : item.body.Rotation - MathHelper.Pi);
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projectile.Use();
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item.RemoveContained(projectile);
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//recoil
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item.body.ApplyLinearImpulse(
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new Vector2((float)Math.Cos(projectile.body.Rotation), (float)Math.Sin(projectile.body.Rotation)) * item.body.Mass);
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Rope rope = item.GetComponent<Rope>();
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if (rope != null) rope.Attach(projectile);
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return true;
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}
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return false;
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}
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}
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}
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