Beispiel #1
0
        /// <summary>
        /// Constructs a new player.
        /// </summary>
        public Player(Vector2 position, int energy, int initialWorldAreaId) : base(position)
        {
            // Load animated textures.
            this._playerAnimation = new PlayerAnimation(this);

            this._weapon1 = new StandardPlayerWeapon();
            this._weapon2 = new MineLayer();
            this.Energy   = energy;
            this._worldAreaIdsVisited.Add(initialWorldAreaId);
            Reset();
            this.MovementBoundary = GlobalServices.BoundMovementFactory.GetWorldBoundary();

            this.Properties.Set(GameObjectProperties.Capability, ObjectCapability.CanPushOrCauseBounceBack);
            this.Properties.Set(GameObjectProperties.DrawOrder, (int)SpriteDrawOrder.Player);
        }
        void Awake()
        {
            //定义本窗体的性质(默认数值,可以不写)
            base.UIForm_Type        = UIFormType.Normal;
            base.UIForm_ShowMode    = UIFormShowMode.Normal;
            base.UIForm_LucencyType = UIFormLucenyType.Lucency;
            // 观察者注册
            playerWeapon              = GameMainProgram.Instance.playerMgr.CurrentPlayer.PlayerMedi.PlayerWeapon;
            currentBulletCount.text   = playerWeapon.CurrentBulletCount.ToString();
            remainingBulletCount.text = playerWeapon.RemainingBulletCount.ToString();
            clipBulletCount.text      = playerWeapon.CilpBulletCount.ToString();

            // 进行初始化
            GameMainProgram.Instance.eventMgr.StartListening(EventName.BulletCount, this.UpdateUI);
            UpdateUI();
        }
Beispiel #3
0
        /// <summary>
        /// Constructs a new player.
        /// </summary>
        public Player(World world, Vector2 position, int energy)
            : base(world, position)
        {
            // Load animated textures.
            this._leftRightMovingAnimation = Animation.LoopingAnimation(World, "Sprites/Player/PlayerLeftFacing", 1);
            this._upMovingAnimation = Animation.LoopingAnimation(World, "Sprites/Player/PlayerUpFacing", 1);
            this._downMovingAnimation = Animation.LoopingAnimation(World, "Sprites/Player/PlayerDownFacing", 1);
            this._leftRightStaticAnimation = Animation.StaticAnimation(World, "Sprites/Player/PlayerLeftFacing");
            this._upStaticAnimation = Animation.StaticAnimation(World, "Sprites/Player/PlayerUpFacing");
            this._downStaticAnimation = Animation.StaticAnimation(World, "Sprites/Player/PlayerDownFacing");

            Ap.NewFrame += PlayerSpriteNewFrame;

            this._weapon1 = new StandardPlayerWeapon();
            this._weapon2 = new MineLayer();
            Reset(position, energy);

            this._playerMovesFootOne = world.Game.SoundPlayer.GetSoundEffectInstance(GameSound.PlayerMoves);
            this._playerMovesFootTwo = world.Game.SoundPlayer.GetSoundEffectInstance(GameSound.PlayerMoves);
            this._playerMovesFootTwo.Pitch = -0.15f;
        }
Beispiel #4
0
 private void Start()
 {
     playerweapon    = GetComponent <IPlayerWeapon>();
     playerLifeTotal = SettingContext.CurrentSetting.PlayerLife;
     PlayerBoomTotal = SettingContext.CurrentSetting.PlayerBoom;
 }