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BossColliderController.cpp
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BossColliderController.cpp
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//=====================================
//
//ボスコライダーコントローラ処理[BossColliderController.cpp]
//Author:GP12A332 21 立花雄太
//
//=====================================
#include "BossColliderController.h"
#include "Framework\ResourceManager.h"
#include "BossColliderGuide.h"
#include "BossEnemyModel.h"
#include "GameParticleManager.h"
using namespace std;
/**************************************
マクロ定義
***************************************/
/**************************************
コンストラクタ
***************************************/
BossColliderController::BossColliderController(BossEnemyModel& model) : posZ(500.0f), model(model)
{
//ポリゴン準備
ResourceManager::Instance()->MakePolygon("BossColliderEdge", "data/TEXTURE/Enemy/BossColliderEdge.png", D3DXVECTOR2(40.0f, 40.0f));
ResourceManager::Instance()->MakePolygon("BossColliderLine", "data/TEXTURE/Enemy/BossCollider.png", D3DXVECTOR2(0.5f, 20.0f));
}
/**************************************
デストラクタ
***************************************/
BossColliderController::~BossColliderController()
{
for (auto&& guide : guideMap)
{
SAFE_DELETE(guide.second);
}
guideMap.clear();
for (auto&& collider : colliderList)
{
SAFE_DELETE(collider);
}
colliderList.clear();
}
/**************************************
更新処理
***************************************/
void BossColliderController::Update()
{
for (auto&& guide : guideMap)
{
guide.second->Update();
}
}
/**************************************
描画処理
***************************************/
void BossColliderController::Draw()
{
LPDIRECT3DDEVICE9 pDevice = GetDevice();
pDevice->SetRenderState(D3DRS_ZWRITEENABLE, false);
pDevice->SetRenderState(D3DRS_ZENABLE, false);
pDevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_ONE);
pDevice->SetRenderState(D3DRS_LIGHTING, false);
pDevice->SetRenderState(D3DRS_CULLMODE, false);
for (auto&& guide : guideMap)
{
guide.second->Draw();
}
pDevice->SetRenderState(D3DRS_ZWRITEENABLE, true);
pDevice->SetRenderState(D3DRS_ZENABLE, true);
pDevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);
pDevice->SetRenderState(D3DRS_LIGHTING, true);
pDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_CCW);
}
/**************************************
セット処理
***************************************/
void BossColliderController::SetCollider(const std::vector<int>& edgeList)
{
DeleteAll();
const UINT EdgeMax = edgeList.size() - 1;
for (UINT i = 0; i < EdgeMax; i++)
{
int left = Min(edgeList[i], edgeList[i + 1]);
int right = Max(edgeList[i], edgeList[i + 1]);
LineTrailModel model = LineTrailModel(left, right);
TrailCollider *collider = new TrailCollider(TrailColliderTag::Enemy);
collider->SetTrailIndex(model);
collider->SetAddressZ(&posZ);
collider->AddObserver(this);
guideMap[collider] = new BossColliderGuide(model);
modelMap[collider] = model;
colliderList.push_back(collider);
}
cntHit = 0;
}
/**************************************
全消去処理
***************************************/
void BossColliderController::DeleteAll()
{
for (auto&& pair : guideMap)
{
SAFE_DELETE(pair.second);
}
guideMap.clear();
for (auto&& collider : colliderList)
{
SAFE_DELETE(collider);
}
colliderList.clear();
}
/**************************************
当たり判定通知処理
***************************************/
void BossColliderController::OnNotified(ObserveSubject* notifier)
{
model.OnDamage();
LineTrailModel model = modelMap[notifier];
D3DXVECTOR3 right, left;
model.GetEdgePos(&right, &left);
right.z = left.z = posZ;
D3DXVECTOR3 offset = right - left;
offset /= 10.0f;
D3DXVECTOR3 temp = left + offset;
for (int i = 0; i < 10; i++)
{
GameParticleManager::Instance()->SetBossHit(&temp);
left += offset;
}
modelMap.erase(notifier);
SAFE_DELETE(guideMap[notifier]);
guideMap.erase(notifier);
auto itr = std::find(colliderList.begin(), colliderList.end(), notifier);
(*itr)->active = false;
//
cntHit++;
if (cntHit == colliderList.size())
{
this->model.ChangeState(BossEnemyModel::State::LargeDamage);
}
}