Beispiel #1
0
        public Combo GetNextCombo(AttackInputs CurrentAttackInput, MovementInputs CurrentMovementInput, GameTime gameTime, bool ForceCombo, RobotAnimation Owner)
        {
            for (int C = 0; C < ListNextCombo.Count; C++)
            {
                bool        InputComplete     = ForceCombo;
                InputChoice ActiveInputChoice = ListNextCombo[C].ListInputChoice[ListNextCombo[C].CurrentInputIndex];

                bool AttackInputAccepted = false;
                if (ActiveInputChoice.AttackInput != AttackInputs.None &&
                    (ActiveInputChoice.AttackInput == AttackInputs.AnyHold || ActiveInputChoice.AttackInput == AttackInputs.AnyPress || ActiveInputChoice.AttackInput == CurrentAttackInput))
                {
                    AttackInputAccepted = true;
                }

                bool MovementInputAccepted = false;
                if (ActiveInputChoice.MovementInput == MovementInputs.Any || ActiveInputChoice.MovementInput == CurrentMovementInput)
                {
                    MovementInputAccepted = true;
                }

                bool NextInputDelayAccepted = false;
                if (ActiveInputChoice.CurrentDelay >= ActiveInputChoice.NextInputDelay)
                {
                    NextInputDelayAccepted = true;
                }
                else
                {
                    ActiveInputChoice.CurrentDelay += gameTime.ElapsedGameTime.Milliseconds;
                }

                bool FrameLimitAccepted = false;
                int  ComboKeyFrame      = Owner.ActiveKeyFrame;
                if (AnimationType == AnimationTypes.PartialAnimation)
                {
                    int a = Owner.GetPartialAnimationKeyFrame(AnimationName);
                    if (a >= 0)
                    {
                        ComboKeyFrame = a;
                    }
                }
                if (ComboKeyFrame >= ListStart[C] && ComboKeyFrame <= ListEnd[C])
                {
                    FrameLimitAccepted = true;
                }

                if (AttackInputAccepted && MovementInputAccepted && NextInputDelayAccepted && FrameLimitAccepted)
                {
                    ListNextCombo[C].CurrentInputIndex++;
                    if (ListNextCombo[C].CurrentInputIndex >= ListNextCombo[C].ListInputChoice.Count)
                    {
                        InputComplete = true;
                    }
                }

                if (InputComplete)
                {
                    ListNextCombo[C].Reset();
                    return(ListNextCombo[C]);
                }
            }

            return(null);
        }