1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60
|
#include "Eva.h"
#include "../../ILevelHandler.h"
#include "../Player.h"
#include "../../../nCine/Base/Random.h"
namespace Jazz2::Actors::Environment
{
Eva::Eva()
: _animationTime(0.0f)
{
}
Task<bool> Eva::OnActivatedAsync(const ActorActivationDetails& details)
{
SetState(ActorState::ApplyGravitation, false);
async_await RequestMetadataAsync("Object/Eva"_s);
SetAnimation(AnimState::Idle);
async_return true;
}
void Eva::OnUpdate(float timeMult)
{
ActorBase::OnUpdate(timeMult);
if (_currentTransition == nullptr) {
if (_animationTime <= 0.0f) {
SetTransition(AnimState::TransitionIdleBored, true);
_animationTime = Random().NextFloat(160.0f, 200.0f);
} else {
_animationTime -= timeMult;
}
}
}
bool Eva::OnHandleCollision(std::shared_ptr<ActorBase> other)
{
if (auto* player = runtime_cast<Player>(other.get())) {
if (player->GetPlayerType() == PlayerType::Frog && player->DisableControllable(160.0f)) {
SetTransition(AnimState::TransitionAttack, false, [this, player]() {
player->MorphRevert();
PlaySfx("Kiss"_s, 0.8f);
SetTransition(AnimState::TransitionAttackEnd, false);
});
}
return true;
}
return ActorBase::OnHandleCollision(std::move(other));
}
void Eva::Preload(const ActorActivationDetails& details)
{
PreloadMetadataAsync("Object/Eva"_s);
}
}
|