Beispiel #1
0
        public ClipAnimSet CreateSingleAnimSet(string animName)
        {
            ClipAnimSet set = new ClipAnimSet();

            set.Anims.Add(this[animName]);
            return(set);
        }
Beispiel #2
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 public ClipAnimSet CreateSubSet(bool playRandomly, params string[] animNames)
 {
     nextAnimRandom = playRandomly;
     ClipAnimSet set = new ClipAnimSet();
     foreach (string an in animNames)
     {
         set.Anims.Add(this[an]);
     }
     return set;
 }
Beispiel #3
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        public ClipAnimSet CreateSubSet(bool playRandomly, params string[] animNames)
        {
            nextAnimRandom = playRandomly;
            ClipAnimSet set = new ClipAnimSet();

            foreach (string an in animNames)
            {
                set.Anims.Add(this[an]);
            }
            return(set);
        }
Beispiel #4
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 public ClipAnimSet CreateSingleAnimSet(string animName)
 {
     ClipAnimSet set = new ClipAnimSet();
     set.Anims.Add(this[animName]);
     return set;
 }
Beispiel #5
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 void PlayNewCharacterAnimation()
 {
     ClipAnimSet newAnimSet = null;
     if (_animations.TryGetValue(new AnimKey(CurrentState, CurrentWeapon, _animDirection),
                                out newAnimSet))
     {
         if (newAnimSet != lastAnimSet)
         {
             ClipInstance.Play(newAnimSet.GetNextAnim());
             lastAnimSet = newAnimSet;
         }
     }
 }
Beispiel #6
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 float PlayNewEnemyAnimation()
 {
     ClipAnimSet newAnimSet = null;
     AnimKey key = new AnimKey(GetAnimState(), _animDirection);
     if (_animations.TryGetValue(key, out newAnimSet))
     {
         if (newAnimSet != currentAnimSet)
         {
             bool isLooping = key.State == AnimState.Idle || key.State == AnimState.Run || key.State == AnimState.Attack;
             ClipAnim newAnim = newAnimSet.GetNextAnim();
             if (newAnim == null)
             {
                 throw new InvalidOperationException("Could not find Enemy animation for " + key.State.ToString() + "-" + key.Direction.ToString());
             }
             else
             {
                 ClipInstance.Play(newAnim, isLooping);
             }
             currentAnimSet = newAnimSet;
         }
         return ClipInstance.CurrentAnim.DurationInSecondsRemaining;
     }
     return 0.0f;
 }