Beispiel #1
0
 public void AnimateSpecific(CharacterAnimationState stickFigureAnimation)
 {
     if (characterAnimator)
     {
         characterAnimator.ChangeAnimation(stickFigureAnimation);
     }
 }
Beispiel #2
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    /// <summary>
    /// death event
    /// </summary>
    public IEnumerator Die()
    {
        state = PieceState.Die;
        AnimatorController.ChangeAnimation(PlayerAnimations.Death.ToString());
        yield return(new WaitForSeconds(1f));

        gameBoardManager.map.PutPiece(Vector3Int.RoundToInt(CurrentPosition - offset), null);
        gameObject.SetActive(false);
        OnDie?.Invoke();
        yield break;
    }
Beispiel #3
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        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);

            m_character = Content.Load <CharacterModel>(@".\graphics\models\player").CreateAnimator("Player");

            m_character.ApplyCharacterMap("abap");
            m_character.ApplyCharacterMap("orm");
            m_character.ApplyCharacterMap("hidden");
            m_character.RemoveCharacterMap("hidden");

            m_character.ChangeAnimation("idle");


            // TODO: use this.Content to load your game content here
        }
Beispiel #4
0
        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);

            m_character = Content.Load<CharacterModel>(@".\graphics\models\Example").CreateAnimator("monster");
            m_character.ChangeAnimation("Idle");

            // TODO: use this.Content to load your game content here
        }