Ejemplo n.º 1
0
        public void RefreshPositionAnimation()
        {
            var gameLogic = CustomServices.GameLogic;

            this.destinationPosition = gameLogic.CalculateCandyPostion(this.attributes.Coordinate);
            this.animationState      = AnimationStates.Moving;
        }
    void CheckIfGrounded()
    {
        Debug.Log(m_CapsuleCollider2D.bounds.size);
        RaycastHit2D[] hits;
        hits = Physics2D.CapsuleCastAll(new Vector2(transform.position.x, transform.position.y) + m_CapsuleCollider2D.offset, m_CapsuleCollider2D.bounds.size * 0.95f, CapsuleDirection2D.Vertical, 0f, Vector2.down, 1 / 16f, LayerMask.GetMask("Ground"));

        if (hits.Length >= 1)
        {
            foreach (RaycastHit2D hit in hits)
            {
                if (Vector2.Angle(transform.up, hit.normal) < 45f)
                {
                    m_IsGrounded = true;

                    // Tocamos el suelo después de falling
                    if (m_AnimationState == AnimationStates.FALLING)
                    {
                        // TRANSICION A RUNNING DESDE LANDING
                        SwitchState(AnimationStates.LANDING);
                    }
                    break;
                }
            }
        }
        else
        {
            m_IsGrounded     = false;
            m_AnimationState = AnimationStates.FALLING;
            m_PlayerAnimator.SetInteger("AnimationState", 8);
        }
    }
Ejemplo n.º 3
0
        protected override void Update(TimeSpan gameTime)
        {
            var timeFactor = (float)gameTime.TotalSeconds;

            if (this.animationState == AnimationStates.Moving)
            {
                this.transform2D.LocalPosition = Vector2.SmoothStep(this.transform2D.LocalPosition, this.destinationPosition, timeFactor * SmoothSpeed);

                if (this.destinationPosition == this.transform2D.LocalPosition)
                {
                    this.animationState = AnimationStates.None;
                }
            }
            else if (this.animationState == AnimationStates.Appear)
            {
                this.transform2D.LocalScale = Vector2.SmoothStep(this.transform2D.LocalScale, this.destinationScale, timeFactor * SmoothSpeed);

                if (this.destinationScale == this.transform2D.LocalScale)
                {
                    this.animationState = AnimationStates.None;
                }
            }
            else if (this.animationState == AnimationStates.Disappear)
            {
                if (this.explisionAnimation2D.State == AnimationState.Stopped)
                {
                    this.animationState = AnimationStates.None;
                }
            }
        }
            public void Update(GameTime gameTime)
            {
                ElapsedTime += gameTime.ElapsedGameTime.TotalSeconds;

                switch (AnimationState)
                {
                case AnimationStates.Visible:
                    if (ElapsedTime >= VisibleTimeInSeconds)
                    {
                        ElapsedTime   -= VisibleTimeInSeconds;
                        AnimationState = AnimationStates.FadeOut;
                        Map.ExecuteFollowingScripts(Owner, 0);
                    }
                    break;

                case AnimationStates.FadeOut:
                    if (ElapsedTime >= FadeOutSeconds)
                    {
                        ElapsedTime   -= FadeOutSeconds;
                        AnimationState = AnimationStates.Visible;
                        IsFinished     = true;
                    }
                    break;
                }
            }
Ejemplo n.º 5
0
 private void ResetAnimationParameters()
 {
     this.phaseTimer = 0f;
     this.pauseBetweenFullAnimationCycleTimer = -1f;
     this.state            = AnimationStates <T> .TIMEOUT;
     this.currentDirection = 1;
 }
Ejemplo n.º 6
0
    void AlternateMovePC()
    {
        if (isGrounded)
        {
            if (Mathf.Abs(moveDirection.x) != 0 || Mathf.Abs(moveDirection.z) != 0) // if there's some input
            {
                moveDirection *= baseSpeed * speed;
            }
            else
            {
                pcAnimationState = AnimationStates.Idle;
            }
        }
        else
        {
            if (Mathf.Abs(moveDirection.x) != 0 || Mathf.Abs(moveDirection.z) != 0) // if there's some input
            {
                moveDirection *= airBaseSpeed * speed;
            }
        }

        ApplyJump();
        ApplyGravity();
        ApplyMovementModifiers();

        cc.Move(moveDirection * Time.deltaTime);
        moveDirection = Vector3.zero;
        if (cc.velocity == Vector3.zero)
        {
            wasStopped = true;
        }
    }
 public ScrollingTextOverlay(Texture2D sprText, string NextLevelPath = null)
 {
     this.sprText       = sprText;
     this.NextLevelPath = NextLevelPath;
     AnimationState     = AnimationStates.MovingIn;
     IsFinished         = false;
 }
Ejemplo n.º 8
0
    public void PlayAnimation(AnimationStates stateAnimation)
    {
        switch (stateAnimation)
        {
        case AnimationStates.IDLE:
        {
            StopAnimations();
            animator.SetBool("inIdle", true);
        }
        break;

        case AnimationStates.WALKING:
        {
            StopAnimations();
            animator.SetBool("inWalk", true);
        }
        break;

        case AnimationStates.RUNNING:
        {
            StopAnimations();
            animator.SetBool("inRun", true);
        }
        break;
        }

        void StopAnimations()
        {
            animator.SetBool("inWalk", false);
            animator.SetBool("inRun", false);
            animator.SetBool("inIdle", false);
        }
    }
Ejemplo n.º 9
0
    /// <summary>
    /// Manages currentState and updates the player's animator component.
    /// </summary>
    void AnimationUpdate()
    {
        Animator thisAnimator = GetComponent <Animator>();

        if (this.GetComponent <Rigidbody>().velocity.magnitude > 0.2F && isTouchingGround)
        {
            currentState = AnimationStates.walking;
        }
        else if (this.GetComponent <Rigidbody>().velocity.magnitude <= 0.2F && isTouchingGround)
        {
            currentState = AnimationStates.idle;
        }
        switch (currentState)
        {
        case AnimationStates.idle:
            thisAnimator.SetBool("Idle", true);
            thisAnimator.SetBool("Walking", false);
            thisAnimator.SetBool("Jumping", false);
            break;

        case AnimationStates.walking:
            thisAnimator.SetBool("Idle", false);
            thisAnimator.SetBool("Walking", true);
            thisAnimator.SetBool("Jumping", false);
            break;

        case AnimationStates.jumping:
            thisAnimator.SetBool("Idle", false);
            thisAnimator.SetBool("Walking", false);
            thisAnimator.SetBool("Jumping", true);
            break;
        }
    }
Ejemplo n.º 10
0
 public void TakeEnemy()
 {
     if (Skillinfo != null)
     {
         SingleSkill ss         = Skillinfo as SingleSkill;
         Ray         ray        = Camera.main.ScreenPointToRay(Input.mousePosition);
         bool        isCollider = Physics.Raycast(ray, out hitInfo);
         if (isCollider)
         {
             if (hitInfo.collider.tag == Tags.enemy)
             {
                 if (Vector3.Distance(transform.position, hitInfo.transform.position) < ss.SkillDis)
                 {
                     PlayerStatusManager.Instance.CutMP(Skillinfo.SkillMP);
                     agent.SetDestination(transform.position);
                     PlayerState = AnimationStates.SkillAttack;
                     PlayAnim(ss.AnimName, ss.AnimTime, () => { PlayerState = AnimationStates.Attack; });
                     isEnemy = true;
                     transform.LookAt(hitInfo.transform);
                     GameObject effect = Resources.Load <GameObject>(ss.EffectPath);
                     GameObject.Instantiate(effect, hitInfo.transform.position, Quaternion.identity);
                     hitInfo.collider.SendMessage("GetAttack", ss.SkillDamage);
                 }
             }
         }
     }
     isLockTarget = false;
     Skillinfo    = null;
     MouseCursorManager.Instance.SetMouseCorsor(MouseCursorTypes.Normal);
 }
Ejemplo n.º 11
0
 public Player(Vector2 _vector, double _damage, Texture2D texture, double _collisionRadius, double _HitPoints)
     : base(_vector, _damage, texture, _collisionRadius)
 {
     hitPoints = _HitPoints;
     going     = new AnimatedSprite(texture, 3, 2);
     states    = AnimationStates.Standing;
 }
Ejemplo n.º 12
0
    void Start()
    {
        HUDmount  = FindObjectOfType <HUDScoreSetter>().transform.Find("HUD_" + name[PlayerNumber] + "/ItemInfoMountPoint").gameObject;
        navPoints = new List <HUDPointer>();

        GameObject g = Instantiate(FindObjectOfType <CommonPunch>().gameObject);

        _currentItem = g.GetComponent <Item>();
        GameObject g2 = Instantiate(g);

        defaultWeapon = g2.GetComponent <Item>();

        //NoFriction = Resources.Load<PhysicMaterial>("Assets/Class Prototype/Physics Materials/NoFriction.physicMaterial");
        _collider = transform.Find("Collision/Foot Collider").gameObject.GetComponent <SphereCollider>();


        _controllerStatus = new ControlStruct();

        _rigidbody = this.GetComponent <Rigidbody>();

        if (attackPoint == null)
        {
            attackPoint = this.transform;
        }

        AnimState = new AnimationStates(anim);
        audio     = FindObjectOfType <AudioManager>();
    }
Ejemplo n.º 13
0
 private void GetAttack(int hp)
 {
     if (EnemyState == AnimationStates.Death)
     {
         return;
     }
     emenyState = AnimationStates.Attack;
     transform.LookAt(player);
     if (UnityEngine.Random.Range(1, 11) / (double)10 <= enemyInfo.MissPrecent)
     {
         enemyShow.ShowAttackMsg("Miss", Color.green);
     }
     else
     {
         PlayAnim("TakeDamage1");
         enemyInfo.Hp -= hp;
         enemyShow.ShowAttackMsg(" - " + hp, Color.red);
     }
     if (enemyInfo.Hp <= 0)
     {
         PlayAnim("Death");
         EnemyState = AnimationStates.Death;
         PlayerStatusManager.Instance.AddExp(enemyInfo.Exp);
         GameObject go = GameObject.Instantiate(Death_Pre, transform.position, transform.rotation);
         go.GetComponent <EnemyDeath>().Death(enemyInfo.EnemyType);
         Destroy(this.gameObject);
     }
 }
        void PlayAnim(AnimationStates state)
        {
            switch (state)
            {
            case AnimationStates.EnterWRR:
                cameraAnimator.Play("StartWallrunRight");
                break;

            case AnimationStates.EnterWRL:
                cameraAnimator.Play("StartWallrunLeft");
                break;

            case AnimationStates.WRR:
                cameraAnimator.Play("WallrunRight");
                break;

            case AnimationStates.WRL:
                cameraAnimator.Play("WallRunLeft");
                break;

            case AnimationStates.ExitWRR:
                cameraAnimator.Play("ExitWallrunRight");
                break;

            case AnimationStates.ExitWRL:
                cameraAnimator.Play("ExitWallrunLeft");
                break;
            }
        }
Ejemplo n.º 15
0
 /// <summary>
 /// The awake function is used to apply values to variables.
 /// </summary>
 protected void Awake()
 {
     render               = GetComponent <SpriteRenderer> ();
     lookDir              = LookingDirection.Down;
     curAnimState         = AnimationStates.Idle;
     LastPressedDirection = new List <LookingDirection> ();
 }
        public void TryToCelebrate(bool postGame)
        {
            if (postGame) // end of game
            {
                if (quixelState == AnimationStates.idle || quixelState == AnimationStates.resting)
                {
                    quixelAnimator.SetTrigger(triggerCelebrate);
                    quixelState = AnimationStates.celebrating;
                    return;
                }
                return;
            }
            else
            {
                if (quixelState == AnimationStates.idle)
                {
                    quixelAnimator.SetTrigger(triggerCelebrate);
                    quixelState = AnimationStates.celebrating;

                    StartCoroutine(CelebrationCountdown());
                    return;
                }
                return;
            }
        }
Ejemplo n.º 17
0
    string RulesInterface.action()
    {
        string animationToPlay = "";
        float  randomValue     = Random.value;

        if (randomValue < 0.6)
        {
            string[] possibleAttacks = AnimationStates.GetGroundAttacks();
            int      randomAttack    = Random.Range(0, possibleAttacks.Length - 1);
            animationToPlay = possibleAttacks[randomAttack];
        }
        else if (randomValue > 0.6 && randomValue < 0.8)
        {
            animationToPlay = AnimationStates.WALK_BACKWARDS;
        }
        else if (randomValue > 0.8 && randomValue < 0.9)
        {
            animationToPlay = AnimationStates.JUMPING_BACKWARDS;
        }
        else
        {
            animationToPlay = AnimationStates.JUMPING_UP;
        }
        return(animationToPlay);
    }
Ejemplo n.º 18
0
    // Update is called once per frame
    void Update()
    {
        if (animState == AnimationStates.on)
        {
            // animate movement
            var stepToMove = Time.deltaTime * movementSpeed;
            this.transform.localPosition = Vector3.MoveTowards(transform.localPosition, AnimationTargetPosition, stepToMove);

            // animate rotation
            var stepToRotate = Time.deltaTime * rotationSpeed;
            this.transform.localRotation = Quaternion.RotateTowards(transform.localRotation, AnimationTargetRotation, stepToRotate);

            // animate scale
            var stepToScale = Time.deltaTime * scaleSpeed;
            this.transform.localScale = Vector3.MoveTowards(transform.localScale, AnimationTargetScale, stepToScale);

            // turn animation off when it reaches the target
            if (this.transform.localRotation == AnimationTargetRotation &&
                this.transform.localPosition == AnimationTargetPosition &&
                this.transform.localScale == AnimationTargetScale)
            {
                animState = AnimationStates.off;
            }
        }
    }
Ejemplo n.º 19
0
 public void MulTakeEnemy()
 {
     if (Skillinfo != null)
     {
         MultiSkill ss         = Skillinfo as MultiSkill;
         Ray        ray        = Camera.main.ScreenPointToRay(Input.mousePosition);
         bool       isCollider = Physics.Raycast(ray, out hitInfo);
         if (isCollider)
         {
             if (hitInfo.collider.tag == Tags.ground)
             {
                 if (Vector3.Distance(transform.position, hitInfo.point) < ss.SkillDis)
                 {
                     PlayerStatusManager.Instance.CutMP(Skillinfo.SkillMP);
                     Vector3    vector3 = new Vector3(hitInfo.point.x, hitInfo.point.y + 1, hitInfo.point.z);
                     GameObject effect  = Resources.Load <GameObject>(Skillinfo.EffectPath);
                     effect = Instantiate(effect, vector3, hitInfo.transform.rotation);
                     effect.GetComponent <MulSkillEffect>().Init(Skillinfo);
                     transform.LookAt(hitInfo.point);
                     PlayerState = AnimationStates.SkillAttack;
                     PlayAnim(ss.AnimName, ss.AnimTime, () => { PlayerState = AnimationStates.Attack; });
                 }
             }
         }
     }
     isLockPosition = false;
     Skillinfo      = null;
     MouseCursorManager.Instance.SetMouseCorsor(MouseCursorTypes.Normal);
 }
Ejemplo n.º 20
0
    public void OnSelect(Globals.SelectionType SelectionMode)
    {
        // todo: does this need to be conditioned to only happen when not dragging?
        // !this.gameObject.transform.parent.parent.gameObject.GetComponent<HandDraggable>().IsDraggingEnabled

        if (ImEditable())
        {
            // disable parent's hand draggable
            this.gameObject.transform.parent.parent.gameObject.GetComponent <HandDraggable>().enabled = false;

            Globals.Instance.SelectedBlock = this.gameObject;
            Globals.Instance.SelectionMode = SelectionMode;

            // move the block up off the matrix plane
            AnimationTargetPosition = new Vector3(
                this.transform.localPosition.x,
                this.transform.localPosition.y + 4 * Globals.BlockSpacing,
                this.transform.localPosition.z);
            AnimationTargetScale = new Vector3(
                originalLocalScale.x * Globals.selectedBlockScale,
                originalLocalScale.y * Globals.selectedBlockScale,
                originalLocalScale.z * Globals.selectedBlockScale);
            animState     = AnimationStates.on;
            movementSpeed = 2f;

            // show selection highlight around the block
            Globals.Instance.SelectionHighlight.SendMessage("OnSelect");

            // play sound effect
            this.GetComponents <AudioSource>()[0].Play();
        }
    }
Ejemplo n.º 21
0
    void rotateRelative(Vector3 relativeAmount)
    {
        animState = AnimationStates.off;
        // rotate the cube around the world x, y and z axes
        // amount to rotate is based on the relative amount vector against the original rotation of the block
        // x,y,z navitagion is scaled to rotations by NavigationToRotationFactor
        // x,y,z navigation is constrained to 1 axis

        this.transform.rotation = navStart_block_rotation;
        if (Mathf.Abs(relativeAmount.y) > 0)
        {
            this.transform.Rotate(
                navStart_axes_transform.right,
                relativeAmount.y * Globals.NavigationToRotationFactor,
                Space.World);
        }
        if (Mathf.Abs(relativeAmount.x) > 0)
        {
            this.transform.Rotate(
                navStart_axes_transform.up,
                relativeAmount.x * Globals.NavigationToRotationFactor,
                Space.World);
        }
        if (Mathf.Abs(relativeAmount.z) > 0)
        {
            this.transform.Rotate(
                navStart_axes_transform.forward,
                -relativeAmount.z * Globals.NavigationToRotationFactor,
                Space.World);
        }
    }
Ejemplo n.º 22
0
    //
    // handlers for user input
    //

    public void OnFocusEnter()
    {
        // set stabilization plane to 0,0 of parent
        Transform gridPlane = this.transform.parent;

        UnityEngine.VR.WSA.HolographicSettings.SetFocusPointForFrame(gridPlane.position, gridPlane.up);

        if (!Globals.CurrentlyNavigating &&
            Globals.Instance.SelectedBlock == null &&
            IsNotSelectedBySomeoneElse() &&
            ImEditable())
        {
            // show selection highlight around the block
            Globals.Instance.SelectionHighlight.SendMessage("OnFocus", this.gameObject);
            Globals.Instance.FocusedObject = this.gameObject;

            // move the block up off the matrix plane
            AnimationTargetPosition = new Vector3(
                this.transform.localPosition.x,
                originalLocalPosition.y + 0.2f * Globals.BlockSpacing,
                this.transform.localPosition.z);
            movementSpeed = 2f;
            animState     = AnimationStates.on;
        }
    }
        protected override void DefaultValues()
        {
            base.DefaultValues();

            this.currentAnimationState = AnimationStates.Idle;
            this.HitType = ARMobileHitType.ExistingPlane;
        }
Ejemplo n.º 24
0
    public void PlayAnimation(AnimationStates states)
    {
        switch (states)
        {
        case AnimationStates.IDLE:
        {
            StopAnimations();
            animator.SetBool("inIdle", true);
        }
        break;

        case AnimationStates.RUN:
        {
            StopAnimations();
            animator.SetBool("inRun", true);
        }
        break;

        case AnimationStates.WALK:
        {
            StopAnimations();
            animator.SetBool("inWalk", true);
        }
        break;

        case AnimationStates.SIDE_WALK:
        {
            StopAnimations();
            animator.SetBool("inSideWalk", true);
        }
        break;
        }
    }
Ejemplo n.º 25
0
    string RulesInterface.action()
    {
        string[] possibleAttacks = AnimationStates.GetAirAttacks();
        int      randomAttack    = Random.Range(0, possibleAttacks.Length - 1);

        return(possibleAttacks[randomAttack]);
    }
Ejemplo n.º 26
0
        public AnimationDrivenLocomotion(
            AnimationTree animationTree,
            Skeleton skeleton,
            AnimationStates states,
            Blender2D blender,
            TimeScale timeScale,
            string idleState,
            string moveState,
            KinematicBody target,
            Physics3DSettings physicsSettings,
            ITimeSource timeSource,
            bool active,
            ILoggerFactory loggerFactory) : base(target, physicsSettings, timeSource, active, loggerFactory)
        {
            Ensure.That(animationTree, nameof(animationTree)).IsNotNull();
            Ensure.That(skeleton, nameof(skeleton)).IsNotNull();
            Ensure.That(states, nameof(states)).IsNotNull();
            Ensure.That(blender, nameof(blender)).IsNotNull();
            Ensure.That(timeScale, nameof(timeScale)).IsNotNull();
            Ensure.That(idleState, nameof(idleState)).IsNotNullOrEmpty();
            Ensure.That(moveState, nameof(moveState)).IsNotNullOrEmpty();

            AnimationTree = animationTree;
            Skeleton      = skeleton;
            States        = states;
            Blender       = blender;
            TimeScale     = timeScale;
            IdleState     = idleState;
            MoveState     = moveState;
        }
Ejemplo n.º 27
0
    private void MoveToNextAnimationState()
    {
        switch (SpikeState)
        {
        case AnimationStates.Stage1:
            SpikeState = AnimationStates.Stage2;
            break;

        case AnimationStates.Stage2:
            SpikeState = AnimationStates.Stage3;
            break;

        case AnimationStates.Stage3:
            SpikeState = AnimationStates.Stage4;
            break;

        case AnimationStates.Stage4:
            SpikeState = AnimationStates.Stage1;
            break;

        default:
            SpikeState = AnimationStates.Stage1;
            break;
        }
    }
Ejemplo n.º 28
0
    private void ExecuteAction()
    {
        if ((Array.IndexOf(AnimationStates.GetAttacks(), characterAction) >= 0))
        {
            characterActions.PerformAttack(characterAction);
        }
        else if (characterAction == AnimationStates.WALK_BACKWARDS)
        {
            characterActions.Block();
            characterActions.Walk(rigidBody, animator, AnimationStates.WALK_BACKWARDS);
        }
        else if (characterAction == AnimationStates.WALK_FORWARDS)
        {
            characterActions.Walk(rigidBody, animator, AnimationStates.WALK_FORWARDS);
        }
        else if (characterAction == AnimationStates.STANDING && !currentCharacter.GetIsJumping())
        {
            animator.SetFloat("Horizontal", 0);
            currentCharacter.EndAnimation(AnimationStates.STANDING);
        }
        else if (characterAction == AnimationStates.JUMPING_BACKWARDS)
        {
            switch (currentCharacter.GetIsFlipped())
            {
            case true: characterActions.Jump(rigidBody, "JumpingRight"); break;

            case false: characterActions.Jump(rigidBody, "JumpingLeft"); break;
            }
        }
        else if (characterAction == AnimationStates.JUMPING_FORWARDS)
        {
            switch (currentCharacter.GetIsFlipped())
            {
            case true: characterActions.Jump(rigidBody, "JumpingLeft"); break;

            case false: characterActions.Jump(rigidBody, "JumpingRight"); break;
            }
        }
        else if (characterAction == AnimationStates.JUMPING_UP)
        {
            characterActions.Jump(rigidBody, "JumpingUp");
        }
        else if (characterAction == AnimationStates.BLOCKING_JUMPING || characterAction == AnimationStates.BLOCKING_CROUCHING)
        {
            characterActions.Block();
            characterActions.Invoke("StopBlocking", 5);   //// Stops blocking after x seconds
        }


        ///// Swap characters
        if (characterAction == "SwapCharacter2")
        {
            characterAssist.Swap("Assist1", false);
        }
        else if (characterAction == "SwapCharacter3")
        {
            characterAssist.Swap("Assist2", false);
        }
    }
Ejemplo n.º 29
0
 public int DoDamage()
 {
     if (Array.IndexOf(AnimationStates.GetAttacks(), animationStatus) >= 0)
     {
         return(character.GetAttackOutput(animationStatus));
     }
     return(0);
 }
        private IEnumerator HintCountdown()
        {
            yield return(new WaitForSeconds(1));

            ShootHintProjectile();
            quixelState = AnimationStates.idle;
            yield break;
        }
Ejemplo n.º 31
0
        public SelectAnimation(int duration, Vector2 position, Texture2D texture)
        {
            this.texture = texture;
            //assume square frames in a single row
            nofFrames = texture.Width / texture.Height;
            int ribLength = texture.Height;
            sourceRects = new List<Rectangle>();
            for (int i = nofFrames - 1; i >= 0; i--)
                sourceRects.Add(new Rectangle(i * ribLength, 0, ribLength, texture.Height));

            frameTime = duration / nofFrames;

            origin = new Vector2(ribLength / 2, texture.Height / 2);
            this.position = position;
            animationState = AnimationStates.Ready;
        }
Ejemplo n.º 32
0
        public virtual void Update(GameTime gameTime)
        {
            if (animationState == AnimationStates.Active)
            {
                elapsed += (float)gameTime.ElapsedGameTime.TotalMilliseconds;

                if (elapsed > frameTime)
                {
                    currentFrame++;
                    elapsed = 0;
                }

                if (currentFrame == nofFrames)
                {
                    animationState = AnimationStates.Done;
                }
            }
        }
Ejemplo n.º 33
0
 public void ResetAnimation()
 {
     frameNo = 0;
     timer = 0;
     finished = false;
     state = AnimationStates.FORWARD;
 }
Ejemplo n.º 34
0
        public void AnimateOut()
        {
            switch (AnimationState)
            {
                case AnimationStates.Hiding:
                case AnimationStates.Hidden:
                    break;

                case AnimationStates.Showing:
                    AnimationStoryboard.Stop();
                    goto default;

                default:
                    AnimationState = AnimationStates.Hiding;
                    Animate(GetCurrentRects(), GetTargetRectsForHide());
                    break;
            }
        }
Ejemplo n.º 35
0
        public void AnimateIn()
        {
            switch (AnimationState)
            {
                case AnimationStates.Shown:
                case AnimationStates.Showing:
                    break;

                case AnimationStates.Hiding:
                    AnimationStoryboard.Stop();
                    goto default;

                case AnimationStates.Hidden:
                default:
                    SetBackgroundToMatchWallpaper();
                    AnimationState = AnimationStates.Showing;
                    Animate(GetCurrentRects(), GetTargetRectsForShow());
                    break;
            }
        }
Ejemplo n.º 36
0
 private void OnAnimationComplete(object sender, EventArgs e)
 {
     if (AnimationState == AnimationStates.Hiding)
     {
         AnimationState = AnimationStates.Hidden;
     }
     else
     {
         AnimationState = AnimationStates.Shown;
         foreach (ThumbnailBorder thumb in ThumbnailCanvas.Children)
         {
             thumb.ShowDecorations();
         }
     }
     AnimationComplete(this, new EventArgs());
 }
Ejemplo n.º 37
0
        private void startAnimationOpen()
        {
            if (this.animationState == AnimationStates.Opening)
                return;

            this.animationState = AnimationStates.Opening;

            this.setAlignmentsForAnimation();
            this.mainGrid.Width = 0;
            this.EditView.Width = this.ActualWidth;
            this.mainGrid.IsEnabled = true;

            this.startAnimation(0, this.ActualWidth, this.stopAnimationOpen);
        }
Ejemplo n.º 38
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        private void stopAnimationClose()
        {
            this.animationToken = null;

            this.animationState = AnimationStates.Closing;

            this.mainGrid.BeginAnimation(WidthProperty, null);

            this.mainGrid.Width = 0;

            this.Hide();
        }
Ejemplo n.º 39
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        private void startAnimationClose()
        {
            if (this.animationState == AnimationStates.Closing)
                return;

            this.animationState = AnimationStates.Closing;

            this.setAlignmentsForAnimation();
            this.EditView.Width = this.ActualWidth;
            this.mainGrid.IsEnabled = false;

            this.startAnimation(this.ActualWidth, 0, this.stopAnimationClose);
        }
Ejemplo n.º 40
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        private void stopAnimationOpen()
        {
            this.animationToken = null;

            this.animationState = AnimationStates.Opening;

            this.mainGrid.BeginAnimation(WidthProperty, null);

            this.mainGrid.Width = double.NaN;
            this.EditView.Width = double.NaN;
            this.mainGrid.HorizontalAlignment = HorizontalAlignment.Stretch;
            this.EditView.HorizontalAlignment = HorizontalAlignment.Stretch;
            this.mainGrid.IsEnabled = true;
        }