//---------------------------------------------------------------------------------------------------------------------------------------------------
//
// Copyright (C)2007 DarkWynter Studios. All rights reserved.
//
//---------------------------------------------------------------------------------------------------------------------------------------------------
// {Contact : darkwynter.com for licensing information
//---------------------------------------------------------------------------------------------------------------------------------------------------
namespace DarkWynter.EventSystem.EventTypes
{
using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.Text;
using System.Xml;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
///
/// Instance of a AIEvent
/// Extends GameEvent
/// Used to setPosition for AI to walk to (straight line)
///
public class AIEvent : GameEvent
{
///
/// Destinations.X coordinate
///
public int destX { get { return _destX; } set { _destX = value; } }
private int _destX;
///
/// Destinations.Y coordinate
///
public int destY { get { return _destY; } set { _destY = value; } }
private int _destY;
///
/// Destinations.Z coordinate
///
public int destZ { get { return _destZ; } set { _destZ = value; } }
private int _destZ;
Vector3 AIDestination;
///
/// Creates the AIEvent from XML
/// Has a model to draw for LevelEditing
///
/// XML Node
public AIEvent(XmlNode node)
: base(node)
{
// AI Waypoint In-Order Indexing
this._trigger_ID = int.Parse(node.Attributes["ID"].Value);
this.destX = int.Parse(node.Attributes["destX"].Value);
this.destY = int.Parse(node.Attributes["destY"].Value);
this.destZ = int.Parse(node.Attributes["destZ"].Value);
AIDestination.X = destX;
AIDestination.Y = destY;
AIDestination.Z = destZ;
}
///
/// Fires the Event based on matching the Event Conditions to the SBE
///
public override void FireEvent()
{
// Go to the AI class and handle from there...
//GameObject thought = DarkWynterEngine.objectLibrary.gameObjectList[0];
//thought.destination = AIDestination;
//thought.destinationReached = false;
//isFinished = true;
}
}
}