private void CustomActivity() { animationController.Activity(); RUN(); Marioisbignowheneedssomebiggershoes(); Debugthings(); Jumping(); MyOwnInput(); }
private void CustomActivity() { animationController.Activity(); TurtleHiddenDoingThings(); input.HorinzontalInputa(horin); InitializePlatformerInput(input); }
public void DoPostAiActivity() { if (CurrentHP > 0) { RefreshVisualsFromDamageState(); DoShootingActivity(target); } spriteAnimationController.Activity(); }
void CustomActivity(bool firstTimeCalled) { animationController.Activity(); const double timeToPlay = .1f; if (ActivityCallCount == 1) { SpriteInstance.CurrentChainName.ShouldBe("LongAnimation", "because the fast animation isn't yet playing, so the controller should " + "always fall back on the slow one."); fastAnimation.PlayDuration("ShortAnimation", timeToPlay); timePlayDurationStarted = PauseAdjustedCurrentTime; } if (ActivityCallCount == 2) { SpriteInstance.CurrentChainName.ShouldBe("ShortAnimation", "because this layer is now playing"); } if (ActivityCallCount == 3) { SpriteInstance.CurrentChainName.ShouldBe("ShortAnimation", "because this layer should still be playing"); } if (timePlayDurationStarted != null && PauseAdjustedSecondsSince(timePlayDurationStarted.Value) > timeToPlay) { IsActivityFinished = true; SpriteInstance.CurrentChainName.ShouldBe("LongAnimation", "becasue the short animation should be done playing by now"); timePlayLoopStarted = PauseAdjustedCurrentTime; fastAnimation.PlayLoop("ShortAnimation", 1); } if (timePlayLoopStarted != null && PauseAdjustedSecondsSince(timePlayLoopStarted.Value) > AnimationChainListFile["ShortAnimation"].TotalLength) { SpriteInstance.CurrentChainName.ShouldBe("LongAnimation", "because the short animation should have looped by now"); } }
private void CustomActivity() { DoPrimaryActionActivity(); DoAimingActivity(); DoShootingActivity(); DoMovementValueUpdate(); DoWeaponSwappingLogic(); spriteAnimationController.Activity(); UpdateOverlaySprite(); LightningEndpointSprite.Visible = CurrentSecondaryAction == SecondaryActions.Shooting && EquippedWeapon == Weapon.ShootingLightning; UpdateLightningSoundEffectStatus(); #if DEBUG if (DebuggingVariables.DisplayWeaponLevelInfo) { string debugString = $@"Current Level: {CurrentWeaponLevelData.CurrentWeaponLevel} Weapon Modifier: {WeaponDamageModifier} Weapon Drain: {1 - CurrentWeaponLevelData.CurrentWeaponLevel * WeaponLevelEnergyDrainDecrement}"; FlatRedBall.Debugging.Debugger.Write(debugString); } #endif }
private void CustomActivity() { animationController.Activity(); Walking(); }