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MonoGame.Extended/Source/Demos/StarWarrior/Systems/EnemyShooterSystem.cs
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3.6 KiB
C#

// Original code dervied from:
// https://github.com/thelinuxlich/starwarrior_CSharp/blob/master/StarWarrior/StarWarrior/Systems/EnemyShooterSystem.cs
// --------------------------------------------------------------------------------------------------------------------
// <copyright file="EnemyShooterSystem.cs" company="GAMADU.COM">
// Copyright © 2013 GAMADU.COM. All rights reserved.
//
// Redistribution and use in source and binary forms, with or without modification, are
// permitted provided that the following conditions are met:
//
// 1. Redistributions of source code must retain the above copyright notice, this list of
// conditions and the following disclaimer.
//
// 2. Redistributions in binary form must reproduce the above copyright notice, this list
// of conditions and the following disclaimer in the documentation and/or other materials
// provided with the distribution.
//
// THIS SOFTWARE IS PROVIDED BY GAMADU.COM 'AS IS' AND ANY EXPRESS OR IMPLIED
// WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND
// FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL GAMADU.COM OR
// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
// CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
// SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON
// ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
// NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF
// ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//
// The views and conclusions contained in the software and documentation are those of the
// authors and should not be interpreted as representing official policies, either expressed
// or implied, of GAMADU.COM.
// </copyright>
// <summary>
// The enemy shooter system.
// </summary>
// --------------------------------------------------------------------------------------------------------------------
using Microsoft.Xna.Framework;
using MonoGame.Extended;
using MonoGame.Extended.Entities;
using MonoGame.Extended.Entities.Systems;
using StarWarrior.Components;
namespace StarWarrior.Systems
{
public class EnemyShooterSystem : EntityProcessingSystem
{
private readonly EntityFactory _entityFactory;
public EnemyShooterSystem(EntityFactory entityFactory)
: base(Aspect.All(typeof(WeaponComponent), typeof(Transform2), typeof(EnemyComponent)))
{
_entityFactory = entityFactory;
}
public override void Initialize(IComponentMapperService mapperService)
{
}
public override void Process(GameTime gameTime, int entityId)
{
var entity = GetEntity(entityId);
var transform = entity.Get<Transform2>();
var weapon = entity.Get<WeaponComponent>();
weapon.ShootTimerDelay += gameTime.ElapsedGameTime;
if (weapon.ShootTimerDelay <= weapon.ShootDelay)
return;
weapon.ShootTimerDelay -= weapon.ShootDelay;
var missile = _entityFactory.CreateMissile();
var missileTransform = missile.Get<Transform2>();
var worldPosition = transform.WorldPosition;
missileTransform.Position = worldPosition + new Vector2(0, 20);
var missilePhysics = missile.Get<PhysicsComponent>();
missilePhysics.Speed = -0.5f;
missilePhysics.Angle = 270;
}
}
}