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@@ -371,13 +371,13 @@ namespace Gaming |
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() => |
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{ |
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new FrameRateTaskExecutor<int>( |
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loopCondition: () => player.PlayerState == PlayerStateType.ClimbingThroughWindows && gameMap.Timer.IsGaming, |
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loopToDo: () => { }, |
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timeInterval: GameData.frameDuration, |
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finallyReturn: () => 0, |
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maxTotalDuration: (int)((windowToPlayer + windowForClimb.Position - player.Position).Length() * 1000 / player.MoveSpeed) |
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) |
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.Start(); |
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loopCondition: () => player.PlayerState == PlayerStateType.ClimbingThroughWindows && gameMap.Timer.IsGaming, |
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loopToDo: () => { }, |
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timeInterval: GameData.frameDuration, |
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finallyReturn: () => 0, |
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maxTotalDuration: (int)((windowToPlayer + windowForClimb.Position - player.Position).Length() * 1000 / player.MoveSpeed) |
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) |
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.Start(); |
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if (player.PlayerState != PlayerStateType.ClimbingThroughWindows) |
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{ |
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windowForClimb.WhoIsClimbing = null; |
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@@ -386,10 +386,14 @@ namespace Gaming |
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player.ReSetPos(windowToPlayer + windowForClimb.Position, PlaceType.Window); |
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player.MoveSpeed = player.SpeedOfClimbingThroughWindows; |
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MovePlayer(player, (int)(windowToPlayer.Length() * 3.0 * 1000 / player.MoveSpeed), (-1 * windowToPlayer).Angle()); |
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moveEngine.MoveObj(player, (int)(windowToPlayer.Length() * 3.0 * 1000 / player.MoveSpeed), (-1 * windowToPlayer).Angle()); |
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new FrameRateTaskExecutor<int>( |
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loopCondition: () => player.PlayerState == PlayerStateType.ClimbingThroughWindows && player.IsMoving && gameMap.Timer.IsGaming, |
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loopToDo: () => { }, |
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loopCondition: () => player.PlayerState == PlayerStateType.ClimbingThroughWindows && gameMap.Timer.IsGaming, |
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loopToDo: () => |
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{ |
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}, |
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timeInterval: GameData.frameDuration, |
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finallyReturn: () => 0, |
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maxTotalDuration: (int)(windowToPlayer.Length() * 3.0 * 1000 / player.MoveSpeed) |
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@@ -506,6 +510,7 @@ namespace Gaming |
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OnCollision: (obj, collisionObj, moveVec) => |
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{ |
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SkillWhenColliding((Character)obj, collisionObj); |
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Preparation.Utility.Debugger.Output(obj, " end move with " + collisionObj.ToString()); |
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//if (collisionObj is Mine) |
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//{ |
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// ActivateMine((Character)obj, (Mine)collisionObj); |
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