diff --git a/ZoFo/GameCore/GameManagers/InputManager.cs b/ZoFo/GameCore/GameManagers/InputManager.cs index c390273..fbb0dce 100644 --- a/ZoFo/GameCore/GameManagers/InputManager.cs +++ b/ZoFo/GameCore/GameManagers/InputManager.cs @@ -82,37 +82,7 @@ namespace ZoFo.GameCore.GameManagers #endregion // Cheats #region set ScopeState - int currentSection = (int)Math.Ceiling(Math.Atan2(InputMovementDirection.Y, - InputMovementDirection.X) * 180 / Math.PI * 16 / 360); - switch(currentSection){ - case 1 or 0 or 16: - currentScopeState = ScopeState.Right; - break; - case 2 or 3: - currentScopeState = ScopeState.StraightRight; - break; - case 4 or 5: - currentScopeState = ScopeState.Straight; - break; - case 6 or 7: - currentScopeState = ScopeState.StraightLeft; - break; - case 8 or 9: - currentScopeState = ScopeState.Left; - break; - case 10 or 11: - currentScopeState = ScopeState.BackLeft; - break; - case 12 or 13: - currentScopeState = ScopeState.Back; - break; - case 14 or 15: - currentScopeState = ScopeState.BackRight; - break; - default: - break; - } - + ConvertVector2ToState(InputMovementDirection); #endregion #region Обработка нажатия выстрела. Вызывает событие ShootEvent @@ -171,48 +141,21 @@ namespace ZoFo.GameCore.GameManagers #region Обработка состояния объекта. Задает значение полю scopeState. if (keyBoardState.IsKeyDown(Keys.Up) || keyBoardState.IsKeyDown(Keys.W)) { - currentScopeState = ScopeState.Straight; - InputMovementDirection = new Vector2(0, -1); + InputMovementDirection += new Vector2(0, -1); } - else if (keyBoardState.IsKeyDown(Keys.Down) || keyBoardState.IsKeyDown(Keys.S)) + if (keyBoardState.IsKeyDown(Keys.Down) || keyBoardState.IsKeyDown(Keys.S)) { - currentScopeState = ScopeState.Back; - InputMovementDirection = new Vector2(0, 1); + InputMovementDirection += new Vector2(0, 1); } - else if(keyBoardState.IsKeyDown(Keys.Left) || keyBoardState.IsKeyDown(Keys.A)) + if (keyBoardState.IsKeyDown(Keys.Right) || keyBoardState.IsKeyDown(Keys.D)) { - currentScopeState = ScopeState.Left; - InputMovementDirection = new Vector2(-1, 0); + InputMovementDirection += new Vector2(1, 0); } - else if(keyBoardState.IsKeyDown(Keys.Right) || keyBoardState.IsKeyDown(Keys.D)) + if (keyBoardState.IsKeyDown(Keys.Left) || keyBoardState.IsKeyDown(Keys.A)) { - currentScopeState = ScopeState.Right; - InputMovementDirection = new Vector2(1, 0); - } - else if(keyBoardState.IsKeyDown(Keys.Right) && keyBoardState.IsKeyDown(Keys.Up) || - keyBoardState.IsKeyDown(Keys.D) && keyBoardState.IsKeyDown(Keys.W)) - { - currentScopeState = ScopeState.StraightRight; - InputMovementDirection = new Vector2(1, 1); - } - else if(keyBoardState.IsKeyDown(Keys.Left) && keyBoardState.IsKeyDown(Keys.Up) || - keyBoardState.IsKeyDown(Keys.A) && keyBoardState.IsKeyDown(Keys.W)) - { - currentScopeState = ScopeState.StraightLeft; - InputMovementDirection = new Vector2(-1, 1); - } - else if(keyBoardState.IsKeyDown(Keys.Right) && keyBoardState.IsKeyDown(Keys.Down) || - keyBoardState.IsKeyDown(Keys.D) && keyBoardState.IsKeyDown(Keys.S)) - { - currentScopeState = ScopeState.BackRight; - InputMovementDirection = new Vector2(1, -1); - } - else if(keyBoardState.IsKeyDown(Keys.Left) && keyBoardState.IsKeyDown(Keys.Down) || - keyBoardState.IsKeyDown(Keys.A) && keyBoardState.IsKeyDown(Keys.S)) - { - currentScopeState = ScopeState.BackLeft; - InputMovementDirection = new Vector2(-1, -1); + InputMovementDirection += new Vector2(-1, 0); } + ConvertVector2ToState(InputMovementDirection); #endregion #region Обработка нажатия выстрела. Вызывает событие ShootEvent @@ -257,5 +200,40 @@ namespace ZoFo.GameCore.GameManagers DebugHUD.Instance.Set("controls", currentScopeState.ToString()); } + #region работа с ScopeState и Vector2 + public ScopeState ConvertVector2ToState(Vector2 vector){ + int currentSection = (int)Math.Ceiling(Math.Atan2(InputMovementDirection.Y, + InputMovementDirection.X) * 180 / Math.PI * 16 / 360); + switch(currentSection){ + case 1 or 0 or 16: + currentScopeState = ScopeState.Right; + break; + case 2 or 3: + currentScopeState = ScopeState.StraightRight; + break; + case 4 or 5: + currentScopeState = ScopeState.Straight; + break; + case 6 or 7: + currentScopeState = ScopeState.StraightLeft; + break; + case 8 or 9: + currentScopeState = ScopeState.Left; + break; + case 10 or 11: + currentScopeState = ScopeState.BackLeft; + break; + case 12 or 13: + currentScopeState = ScopeState.Back; + break; + case 14 or 15: + currentScopeState = ScopeState.BackRight; + break; + default: + break; + } + return currentScopeState; + } + #endregion } } diff --git a/ZoFo/GameCore/GameObjects/Entities/LivingEntities/Player/Player.cs b/ZoFo/GameCore/GameObjects/Entities/LivingEntities/Player/Player.cs index a03eb95..ec01d6c 100644 --- a/ZoFo/GameCore/GameObjects/Entities/LivingEntities/Player/Player.cs +++ b/ZoFo/GameCore/GameObjects/Entities/LivingEntities/Player/Player.cs @@ -23,14 +23,15 @@ public class Player : LivingEntity private int health; public override GraphicsComponent graphicsComponent { get; } = new AnimatedGraphicsComponent(new List { "player_look_down" }, "player_look_down"); private LootData lootData; - //public bool isTryingToInteract { get; set; } + public bool IsTryingToInteract { get; set; } + public bool IsTryingToShoot { get; set; } public Player(Vector2 position) : base(position) { graphicsComponent.ObjectDrawRectangle = new Rectangle(0, 0, 100, 100); collisionComponent.stopRectangle = new Rectangle(0, 0, 100, 100); speed = 10; - //isTryingToInteract = false; - //IsTryingToShoot = false; + IsTryingToInteract = false; + IsTryingToShoot = false; StartAnimation("player_look_down"); } @@ -38,7 +39,7 @@ public class Player : LivingEntity public override void Update() { - + //StartAnimation("wood"); MovementLogic(); } public void MovementLogic() @@ -53,10 +54,10 @@ public class Player : LivingEntity } public void HandleInteract(UpdateInputInteraction updateInputInteraction) { - //isTryingToInteract = true; + IsTryingToInteract = true; } public void HandleShoot(UpdateInputShoot updateInputShoot) { - + IsTryingToShoot = true; } -} +} \ No newline at end of file