Beispiel #1
0
 void Idle()
 {
     _State = Animation_State.idle;
     _Animator.SetBool("Fire", false);
     _Animator.SetBool("Idle", true);
     _Animator.SetBool("Reload", false);
     _Animator.SetBool("Dead", false);
     muzzleEffect.SetActive(false);
 }
Beispiel #2
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 void Fire()
 {
     _State = Animation_State.Shooting;
     _Animator.SetBool("Fire", true);
     _Animator.SetBool("Idle", false);
     _Animator.SetBool("Reload", false);
     _Animator.SetBool("Dead", false);
     muzzleEffect.SetActive(true);
 }
Beispiel #3
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 protected void ChangeAnimationState(Animation_State a)
 {
     if (!AnimationChanged && LockAnimationStateCounter >= LockAnimationState && ActiveAnimation != Animation_State.death)
     {
         ActiveAnimation           = a;
         AnimationChanged          = true;
         LockAnimationStateCounter = 0;
         LockAnimationState        = 0;
     }
 }
Beispiel #4
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 protected void UpdateAnimations(GameTime gt)
 {
     if (PreviousAnimation != ActiveAnimation && UpdateCounter >= Wait)
     {
         Animations[PreviousAnimation].Deactivate();
         PreviousAnimation = ActiveAnimation;
     }
     AnimationChanged = false;
     Animations[ActiveAnimation].Update(gt, GoingRight);
 }
Beispiel #5
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    void Reload()
    {
        _State = Animation_State.reload;
        _Animator.SetBool("Fire", false);
        _Animator.SetBool("Idle", false);
        _Animator.SetBool("Reload", true);
        _Animator.SetBool("Dead", false);

        Invoke("Fire", RandomReloadTime);
        muzzleEffect.SetActive(false);
    }
Beispiel #6
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    void Dead()
    {
        _State = Animation_State.dead;
        _Animator.SetBool("Fire", false);
        _Animator.SetBool("Idle", false);
        _Animator.SetBool("Reload", false);
        _Animator.SetBool("Dead", true);

        muzzleEffect.SetActive(false);

        Invoke("ConfirmedDead", 3.0f);
    }
Beispiel #7
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    void Fire()
    {
        _State = Animation_State.Shooting;
        _Animator.SetBool("Fire", true);
        _Animator.SetBool("Idle", false);
        _Animator.SetBool("Reload", false);
        _Animator.SetBool("Dead", false);
        muzzleEffect.SetActive(true);

        RayCastForHealthDamage();
        Invoke("Reload", RandomReloadTime);
    }
Beispiel #8
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    // Use this for initialization
    void Start()
    {
        _State  = Animation_State.idle;
        _IsDead = false;



        for (int i = 0; i < _touchRect.Length; i++)
        {
            _TouchFingerId = -1;
            _touchRect [i] = new Rect(_touchRect [i].x * Screen.width, _touchRect [i].y * Screen.height, _touchRect [i].width * Screen.width, _touchRect [i].height * Screen.height);
        }
    }
Beispiel #9
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    void Dead()
    {
        _State = Animation_State.dead;
        _Animator.SetBool("Fire", false);
        _Animator.SetBool("Idle", false);
        _Animator.SetBool("Reload", false);
        _Animator.SetBool("Dead", true);
        muzzleEffect.SetActive(false);

        Invoke("ExplosionDestroy", 2.0f);

        Destroy(transform.root.gameObject, 2.5f);
    }
Beispiel #10
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 protected AbstractGameObject(ContentManager c, string objektName, int updateDelay, Vector2 spawnPosition)
 {
     ObjectName                = objektName;
     Animations                = new Dictionary <Animation_State, Animation>();
     SpawnPoint                = spawnPosition;
     ActiveAnimation           = Animation_State.idle;
     GameObjectState           = GameObject_State.Air;
     Position                  = spawnPosition;
     Velocity                  = Vector2.Zero;
     Hitbox                    = c.Load <Texture2D>(objektName + "hitbox");
     UpdateDelay               = updateDelay;
     UpdateCounter             = 0;
     WaitCounter               = 0;
     LockAnimationStateCounter = 0;
     AnimationChanged          = false;
     PositionRectangle         = new Rectangle((int)Position.X, (int)Position.Y, Hitbox.Width, Hitbox.Height);
     HitboxOffset              = new Point(Hitbox.Width / 2, Hitbox.Height / 2);
     Active                    = true;
 }
Beispiel #11
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 public void ChangeAnimationProperties(Animation_State state, int numOfFrames)
 {
     Animations[state].AmountOfFrames = numOfFrames;
 }