commit
b228c526a3
4 changed files with 121 additions and 81 deletions
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@ -208,6 +208,19 @@ namespace ZoFo.GameCore.GameManagers.CollisionManager
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}
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return players.ToArray();
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}
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public Entity[] GetEntities(Rectangle rectangle)
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{
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List<Entity> entities = new List<Entity>();
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foreach (var item in AppManager.Instance.server.entities)//фильтрация
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{
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if (item.collisionComponent.stopRectangle.SetOrigin(item.position).Intersects(rectangle))
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{
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entities.Add(item);
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}
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}
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return entities.ToArray();
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}
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}
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public static class ExtentionClass
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@ -8,13 +8,14 @@ using System.Diagnostics;
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using System.Formats.Tar;
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using System.Linq;
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using System.Reflection.Metadata.Ecma335;
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using System.Security.Cryptography.X509Certificates;
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using System.Text;
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using System.Threading.Tasks;
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using ZoFo.GameCore.GUI;
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namespace ZoFo.GameCore.GameManagers
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{
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public enum ScopeState { Idle, Left, Right, Straight, Back, StraightLeft, StraightRight, BackLeft, BackRight }
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public enum ScopeState { Idle, Left, Right, Top, Down, TopLeft, TopRight, DownLeft, DownRight }
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public class InputManager
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{
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@ -82,37 +83,7 @@ namespace ZoFo.GameCore.GameManagers
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#endregion // Cheats
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#region set ScopeState
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int currentSection = (int)Math.Ceiling(Math.Atan2(InputMovementDirection.Y,
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InputMovementDirection.X) * 180 / Math.PI * 16 / 360);
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switch(currentSection){
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case 1 or 0 or 16:
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currentScopeState = ScopeState.Right;
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break;
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case 2 or 3:
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currentScopeState = ScopeState.StraightRight;
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break;
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case 4 or 5:
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currentScopeState = ScopeState.Straight;
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break;
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case 6 or 7:
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currentScopeState = ScopeState.StraightLeft;
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break;
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case 8 or 9:
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currentScopeState = ScopeState.Left;
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break;
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case 10 or 11:
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currentScopeState = ScopeState.BackLeft;
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break;
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case 12 or 13:
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currentScopeState = ScopeState.Back;
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break;
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case 14 or 15:
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currentScopeState = ScopeState.BackRight;
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break;
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default:
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break;
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}
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ConvertVector2ToState(InputMovementDirection);
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#endregion
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#region Обработка нажатия выстрела. Вызывает событие ShootEvent
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@ -169,50 +140,24 @@ namespace ZoFo.GameCore.GameManagers
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#endregion // Cheats
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#region Обработка состояния объекта. Задает значение полю scopeState.
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if(keyBoardState.IsKeyDown(Keys.Right) && keyBoardState.IsKeyDown(Keys.Up) ||
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keyBoardState.IsKeyDown(Keys.D) && keyBoardState.IsKeyDown(Keys.W))
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if (keyBoardState.IsKeyDown(Keys.Up) || keyBoardState.IsKeyDown(Keys.W))
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{
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currentScopeState = ScopeState.StraightRight;
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InputMovementDirection = new Vector2(1, -1);
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InputMovementDirection += new Vector2(0, -1);
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}
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else if(keyBoardState.IsKeyDown(Keys.Left) && keyBoardState.IsKeyDown(Keys.Up) ||
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keyBoardState.IsKeyDown(Keys.A) && keyBoardState.IsKeyDown(Keys.W))
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if (keyBoardState.IsKeyDown(Keys.Down) || keyBoardState.IsKeyDown(Keys.S))
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{
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currentScopeState = ScopeState.StraightLeft;
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InputMovementDirection = new Vector2(-1, -1);
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InputMovementDirection += new Vector2(0, 1);
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}
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else if(keyBoardState.IsKeyDown(Keys.Right) && keyBoardState.IsKeyDown(Keys.Down) ||
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keyBoardState.IsKeyDown(Keys.D) && keyBoardState.IsKeyDown(Keys.S))
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if (keyBoardState.IsKeyDown(Keys.Right) || keyBoardState.IsKeyDown(Keys.D))
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{
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currentScopeState = ScopeState.BackRight;
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InputMovementDirection = new Vector2(1, 1);
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InputMovementDirection += new Vector2(1, 0);
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}
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else if(keyBoardState.IsKeyDown(Keys.Left) && keyBoardState.IsKeyDown(Keys.Down) ||
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keyBoardState.IsKeyDown(Keys.A) && keyBoardState.IsKeyDown(Keys.S))
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if (keyBoardState.IsKeyDown(Keys.Left) || keyBoardState.IsKeyDown(Keys.A))
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{
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currentScopeState = ScopeState.BackLeft;
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InputMovementDirection = new Vector2(-1, 1);
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}
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else if (keyBoardState.IsKeyDown(Keys.Up) || keyBoardState.IsKeyDown(Keys.W))
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{
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currentScopeState = ScopeState.Straight;
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InputMovementDirection = new Vector2(0, -1);
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}
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else if (keyBoardState.IsKeyDown(Keys.Down) || keyBoardState.IsKeyDown(Keys.S))
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{
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currentScopeState = ScopeState.Back;
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InputMovementDirection = new Vector2(0, 1);
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}
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else if(keyBoardState.IsKeyDown(Keys.Left) || keyBoardState.IsKeyDown(Keys.A))
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{
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currentScopeState = ScopeState.Left;
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InputMovementDirection = new Vector2(-1, 0);
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}
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else if(keyBoardState.IsKeyDown(Keys.Right) || keyBoardState.IsKeyDown(Keys.D))
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{
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currentScopeState = ScopeState.Right;
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InputMovementDirection = new Vector2(1, 0);
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InputMovementDirection += new Vector2(-1, 0);
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}
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ConvertVector2ToState(InputMovementDirection);
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#endregion
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#region Обработка нажатия выстрела. Вызывает событие ShootEvent
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@ -257,5 +202,48 @@ namespace ZoFo.GameCore.GameManagers
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DebugHUD.Instance.Set("controls", currentScopeState.ToString());
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}
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#region работа с ScopeState и Vector2
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public ScopeState ConvertVector2ToState(Vector2 vector)
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{
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//if()
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int currentSection = (int)Math.Ceiling(Math.Atan2(vector.Y,
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vector.X) * (180 / Math.PI) / 360 * 16);
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DebugHUD.DebugSet("current section", currentSection.ToString());
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//DebugHUD.DebugSet("y", InputMovementDirection.Y.ToString());
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//DebugHUD.DebugSet("x", InputMovementDirection.X.ToString());
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switch(currentSection)
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{
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case 0 or 1:
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currentScopeState = ScopeState.Right;
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break;
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case 2 or 3:
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currentScopeState = ScopeState.DownRight;
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break;
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case 4 or 5:
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currentScopeState = ScopeState.Down;
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break;
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case 6 or 7:
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currentScopeState = ScopeState.DownLeft;
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break;
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case 8 or -7:
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currentScopeState = ScopeState.Left;
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break;
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case -6 or -5:
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currentScopeState = ScopeState.TopLeft;
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break;
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case -4 or -3:
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currentScopeState = ScopeState.Top;
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break;
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case -2 or -1:
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currentScopeState = ScopeState.TopRight;
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break;
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default:
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break;
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}
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return currentScopeState;
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}
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#endregion
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}
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}
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@ -46,7 +46,6 @@ namespace ZoFo.GameCore.GameObjects
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animationId = animationId,
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IdEntity = Id
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});
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}
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public override void Draw(SpriteBatch spriteBatch)
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{
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@ -9,6 +9,8 @@ using ZoFo.GameCore.GameManagers.CollisionManager;
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using ZoFo.GameCore.GameManagers.NetworkManager.Updates.ClientToServer;
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using ZoFo.GameCore.GameManagers.NetworkManager.Updates.ServerToClient;
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using ZoFo.GameCore.Graphics;
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using System.Diagnostics;
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using ZoFo.GameCore.GUI;
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namespace ZoFo.GameCore.GameObjects;
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@ -22,16 +24,17 @@ public class Player : LivingEntity
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//public bool IsTryingToShoot { get; set; }
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private float speed;
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private int health;
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public override GraphicsComponent graphicsComponent { get; } = new AnimatedGraphicsComponent(AppManager.Instance.AssetManager.Player);
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private LootData lootData;
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//public bool isTryingToInteract { get; set; }
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public bool IsTryingToInteract { get; set; }
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public bool IsTryingToShoot { get; set; }
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public Player(Vector2 position) : base(position)
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{
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graphicsComponent.ObjectDrawRectangle = new Rectangle(0, 0, 30, 30);
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collisionComponent.stopRectangle = new Rectangle(0, 20, 30, 10);
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speed = 5;
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//isTryingToInteract = false;
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//IsTryingToShoot = false;
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StartAnimation("player_look_down");
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}
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@ -39,7 +42,35 @@ public class Player : LivingEntity
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public override void Update()
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{
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#region анимация управления, стрельбы
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switch(AppManager.Instance.InputManager.ConvertVector2ToState(InputPlayerRotation))
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{
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case ScopeState.Top:
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break;
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case ScopeState.Down:
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break;
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case ScopeState.Right:
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//StartAnimation("player_running_top_rotate");
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break;
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case ScopeState.Left:
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break;
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case ScopeState.TopRight:
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break;
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case ScopeState.TopLeft:
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break;
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case ScopeState.DownRight:
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break;
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case ScopeState.DownLeft:
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break;
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}
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#endregion
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MovementLogic();
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}
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public void MovementLogic()
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@ -54,10 +85,19 @@ public class Player : LivingEntity
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}
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public void HandleInteract(UpdateInputInteraction updateInputInteraction)
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{
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//isTryingToInteract = true;
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IsTryingToInteract = true;
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}
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public void HandleShoot(UpdateInputShoot updateInputShoot)
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{
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IsTryingToShoot = true;
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Rectangle rectangle = new Rectangle((int)position.X, (int)position.Y, 200, 200);
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Entity[] entities = AppManager.Instance.server.collisionManager.GetEntities(rectangle);
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DebugHUD.DebugSet("ent[0]", entities[0].ToString());
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if(entities != null){
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foreach (Entity entity in entities){
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AppManager.Instance.server.DeleteObject(entity);
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}
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}
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}
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}
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