Beispiel #1
0
/*****************************************************************
* CollisionResponse()	Responds to collision
*
* Ins:					IObject*
*
* Outs:					None
*
* Returns:				void
*
* Mod. Date:		    08/20/2015
* Mod. Initials:	    NS
*****************************************************************/
void CSkeleton::CollisionResponse(IObject * _cCollidedObject)
{
	
		if (_cCollidedObject->GetTag() == "PlayerAttack" && !m_bInvincible && m_fCurrentHealth > 0.0f)
		{
			m_bInvincible = true;
			m_fInvincibilityTimer = 0.35f;
			m_fCurrentHealth -= ((CAttack*)_cCollidedObject)->GetDamage();
			m_eNewState = HURT;
			m_eCurrState = HURT;
			EnterSubState();
		}
		else if (_cCollidedObject->GetTag() == "TrapPrefab")
		{
			for (size_t i = 1; i < _cCollidedObject->GetColliders().size(); i++)
			{
				if (_cCollidedObject->GetColliders()[i]->GetCollided())
				{
					if (_cCollidedObject->GetColliders()[i]->GetType() == Bounds::AABB)
					{
						CapsuleToWall(this, m_pvColliders[1], _cCollidedObject->GetColliders()[i]);
						_cCollidedObject->GetColliders()[i]->SetCollided(false);
					}
					else if (_cCollidedObject->GetColliders()[i]->GetType() == Bounds::Plane)
					{
						if (m_mWorld.m[3][1] > -20.0f && m_f3Velocity.y < 0.0f)
						{
							CapsuleToFloor(this, m_pvColliders[1], _cCollidedObject->GetColliders()[i]);
							_cCollidedObject->GetColliders()[i]->SetCollided(false);
							m_bIsGrounded = true;
						}
					}
				}
			}
		}
	
		else if (_cCollidedObject->GetTag() == "Wall" || _cCollidedObject->GetTag() == "Door" || _cCollidedObject->GetTag() == "CrackedWall" || _cCollidedObject->GetTag() == "SafeHaven" || _cCollidedObject->GetTag() == "MinotaurSpawn")
		{
			if (m_eCurrState == ESkeletonStates::BACKING_OUT || m_eCurrState == ESkeletonStates::MANUVERING)
			{
				m_eNewState = ESkeletonStates::MOVING_IN;
			}

			for (size_t i = 1; i < _cCollidedObject->GetColliders().size(); i++)
			{
				if (_cCollidedObject->GetColliders()[i]->GetCollided())
				{
					if (_cCollidedObject->GetColliders()[i]->GetType() == Bounds::AABB)
					{
						CapsuleToWall(this, m_pvColliders[1], _cCollidedObject->GetColliders()[i]);
						_cCollidedObject->GetColliders()[i]->SetCollided(false);
					}
					else if (_cCollidedObject->GetColliders()[i]->GetType() == Bounds::Plane)
					{
						if (m_mWorld.m[3][1] > -20.0f && m_f3Velocity.y < 0.0f)
						{
							CapsuleToFloor(this, m_pvColliders[1], _cCollidedObject->GetColliders()[i]);
							_cCollidedObject->GetColliders()[i]->SetCollided(false);
							m_bIsGrounded = true;
						}
					}
				}
			}
			if (_cCollidedObject->GetTag() == "SafeHaven")
			{
				m_eNewState = RETREAT;
			}
		}
		else if (_cCollidedObject->GetTag() == "SmallPit")
		{
			if (m_mWorld.m[3][1] > -20.0f && m_f3Velocity.y < 0.0f)
			{
				for (size_t i = 1; i < _cCollidedObject->GetColliders().size(); i++)
				{
					CCollider* tested = _cCollidedObject->GetColliders()[i];
					if (tested->GetCollided())
					{
						if (tested->GetType() == Bounds::Plane)
						{
							if (((CPlane*)(tested->GetBounds()))->GetCenter().y < 0.0f)
							{
								CapsuleToFloor(this, m_pvColliders[1], tested);
								tested->SetCollided(false);
								m_bIsGrounded = true;
							}
						}
						else
						{
							CapsuleToFloor(this, m_pvColliders[1], _cCollidedObject->GetColliders()[i]);
							_cCollidedObject->GetColliders()[i]->SetCollided(false);
							m_bIsGrounded = true;
						}
					}
				}
			}
			else if (m_f3Velocity.y < 0.0f)
			{
				for (size_t i = 1; i < _cCollidedObject->GetColliders().size() - 2; i++)
				{
					if (_cCollidedObject->GetColliders()[i]->GetCollided())
					{
						CapsuleToWall(this, m_pvColliders[1], _cCollidedObject->GetColliders()[i]);
						_cCollidedObject->GetColliders()[i]->SetCollided(false);
					}

				}
			}
		}
		else if (_cCollidedObject->GetTag() == "BigPit")
		{
			if (m_mWorld.m[3][1] > -20.0f && m_f3Velocity.y < 0.0f)
			{
				for (size_t i = 1; i < _cCollidedObject->GetColliders().size(); i++)
				{
					CCollider* tested = _cCollidedObject->GetColliders()[i];
					if (tested->GetCollided())
					{
						CapsuleToFloor(this, m_pvColliders[1], tested);
						tested->SetCollided(false);
						m_bIsGrounded = true;
					}
				}
			}
			else if (m_f3Velocity.y < 0.0f)
			{
				for (size_t i = 1; i < _cCollidedObject->GetColliders().size() - 1; i++)
				{
					CCollider* collider = _cCollidedObject->GetColliders()[i];
					if (collider->GetCollided())
					{
						CapsuleToWall(this, m_pvColliders[1], collider);
						collider->SetCollided(false);
					}
				}
			}
		}
		else if (_cCollidedObject->GetTag() == "Skeleton")
		{
			//Need capsule to capulse to make slide off eachother
			CapsuleToCapsule(this, m_pvColliders[1], _cCollidedObject->GetColliders()[1]);
		}
		else if (_cCollidedObject->GetTag() == "Floor" || _cCollidedObject->GetTag() == "SafeHavenFloor")
		{
			if (m_mWorld.m[3][1] > -20.0f && m_f3Velocity.y < 0.0f)
			{
				CapsuleToFloor(this, m_pvColliders[1], _cCollidedObject->GetColliders()[0]);
				m_bIsGrounded = true;
			}
		}

		else if (_cCollidedObject->GetTag() == "SpikeTrap")
		{

			if (m_fCurrentHealth > 0.0f)
			{
				CSpikeTrap* curTrap = reinterpret_cast<CSpikeTrap*>(_cCollidedObject);

				if (curTrap->GetActive() || curTrap->GetReset())
				{
					SetWorldVelocity({ 0.0f, 0.0f, 0.0f });
				}

				if (curTrap->GetActive() && !m_bInvincible)
				{
					TakeDamage(curTrap->GetTrapDamage());
					SetWorldVelocity({ 0, 1000.0f, 0 });
					//ChangeState(ESkeletonStates::eIdleState);
				}
				else
				{
					CapsuleToWall(this, m_pvColliders[1], _cCollidedObject->GetColliders()[0]);
				}
			}


		}
		else if (_cCollidedObject->GetTag() == "FireTrap")
		{
			if (m_fCurrentHealth > 0.0f)
			{
				CFireTrap* curTrap = reinterpret_cast<CFireTrap*>(_cCollidedObject);

				if (curTrap->GetActive() && !m_bInvincible)
				{
					TakeDamage(curTrap->GetTrapDamage());
				}
			}
		}
		else if (_cCollidedObject->GetTag() == "SpinningBlade")
		{
			if (m_fCurrentHealth > 0.0f && !m_bInvincible)
			{
				CSpinningBlade* curTrap = reinterpret_cast<CSpinningBlade*>(_cCollidedObject);

				XMVECTOR mathTarget = XMVector3Normalize(XMLoadFloat3(GetPosition()) - XMLoadFloat3(curTrap->GetPosition()));

				mathTarget *= 1000.0f;

				XMFLOAT3 toTarget; XMStoreFloat3(&toTarget, mathTarget);

				SetWorldVelocity(toTarget);

				TakeDamage(curTrap->GetTrapDamage());
			}
		}
		else if (_cCollidedObject->GetTag() == "PressurePlate")
		{
			_cCollidedObject->CollisionResponse(this);
		}
		else if (_cCollidedObject->GetTag() == "Bridge")
		{
			CBridge* curBridge = reinterpret_cast<CBridge*>(_cCollidedObject);
			curBridge->SetCollided(true);

			if (curBridge->IsActive() && curBridge->IsIntact())
			{
				if (_cCollidedObject->GetColliders()[1]->GetCollided())
				{
					if (_cCollidedObject->GetColliders()[1]->GetCollided())
						_cCollidedObject->GetColliders()[1]->SetCollided(false);
				}

				for (size_t i = 2; i < 10; i++)
				{
					if (_cCollidedObject->GetColliders()[i]->GetCollided())
					{
						if (GetPosition()->y < 20.0f)
						{
							CapsuleToFloor(this, m_pvColliders[1], _cCollidedObject->GetColliders()[i]);
							_cCollidedObject->GetColliders()[i]->SetCollided(false);
							m_bIsGrounded = true;
						}
						else
						{
							CapsuleToWall(this, m_pvColliders[1], _cCollidedObject->GetColliders()[i]);
							_cCollidedObject->GetColliders()[i]->SetCollided(false);
						}
					}
				}
				for (size_t i = 10; i < _cCollidedObject->GetColliders().size(); i++)
				{
					if (_cCollidedObject->GetColliders()[i]->GetCollided())
					{
						CapsuleToWall(this, m_pvColliders[1], _cCollidedObject->GetColliders()[i]);
						_cCollidedObject->GetColliders()[i]->SetCollided(false);
					}
				}
			}
		}
		else if (_cCollidedObject->GetTag() == "Minotaur")
		{
			TakeDamage(200.0f);
		}
		else if (_cCollidedObject->GetTag() == "MinotaurZone")
		{
			if (m_pDayNight->IsNight())
			{
				if (m_eNewState != DEATH && m_eCurrState != DEATH)
				{
					m_eNewState = RETREAT;
				}
			}
		}
	
}