#region File description
// --------------------------------------------------------------------------------------------------------------------
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// The enemy shooter system.
//
// --------------------------------------------------------------------------------------------------------------------
#endregion File description
namespace StarWarrior.Systems
{
#region Using statements
using System;
using Artemis;
using Artemis.Attributes;
using Artemis.Manager;
using Artemis.System;
using Artemis.Utils;
using StarWarrior.Components;
using StarWarrior.Templates;
#endregion
/// The enemy shooter system.
[ArtemisEntitySystem(GameLoopType = GameLoopType.Update, Layer = 1)]
public class EnemyShooterSystem : EntityProcessingSystem
{
/// The two seconds ticks.
private static readonly long TwoSecondsTicks = TimeSpan.FromSeconds(2).Ticks;
/// Initializes a new instance of the class.
public EnemyShooterSystem()
: base(Aspect.All(typeof(TransformComponent), typeof(WeaponComponent), typeof(EnemyComponent)))
{
}
/// Override to implement code that gets executed when systems are initialized.
public override void LoadContent()
{
}
/// Processes the specified entity.
/// The entity.
public override void Process(Entity entity)
{
var weaponComponent = entity.GetComponent();
if (weaponComponent != null)
{
if ((weaponComponent.ShotAt + TwoSecondsTicks) < FastDateTime.Now.Ticks)
{
var transformComponent = entity.GetComponent();
Entity missile = this.EntityWorld.CreateEntityFromTemplate(MissileTemplate.Name);
missile.GetComponent().X = transformComponent.X;
missile.GetComponent().Y = transformComponent.Y + 20;
missile.GetComponent().Speed = -0.5f;
missile.GetComponent().Angle = 270;
missile.Refresh();
weaponComponent.ShotAt = FastDateTime.Now.Ticks;
}
}
}
}
}