Ejemplo n.º 1
0
    private void animateClose()
    {
        if (count-- < intervalCount)
        {
            audioData.Play(0);
            Debug.Log(count / interval);
            gameObject.transform.GetChild((count) / (interval)).GetComponent <SpriteRenderer>().color = new Color(1f, 1f, 1f, 1f);
            if (count != animationTime)
            {
                intervalCount -= interval;
            }
        }

        if (count == 0)
        {
            audioData.Play(0);
            animationOver = true;
            gameObject.GetComponent <BoxCollider2D>().isTrigger = false;

            player.SendMessage("DoorClosed");
            cameraInstance.RefocusCamera();
        }
    }
Ejemplo n.º 2
0
        /// <summary>
        /// The rendering engine for the overworld.
        /// </summary>
        /// <param name="sender"></param>
        /// <param name="e"></param>
        private void OnOverworldRender(object sender, UpdateEventArgs e)
        {
            // Don't bother redrawing all of the consoles if nothing has changed.
            if (_renderRequired)
            {
                mapConsole.Clear();
                statConsole.Clear();
                messageConsole.Clear();
                inventoryConsole.Clear();

                // Draw the map
                DungeonMap.Draw(mapConsole, statConsole);
                // Draw our player on the map subconsole
                Player.Draw(mapConsole, DungeonMap);
                // After we draw our player, draw our player's stats in the stats subconsole
                Player.DrawStats(statConsole);
                // Draw the player's inventory
                Player.DrawInventory(inventoryConsole);
                // Draw our message log
                MessageLog.Draw(messageConsole);
                // Refocus the camera
                CameraSystem.RefocusCamera();

                // Blit the sub consoles to the root console in the correct locations
                RLConsole.Blit(
                    statConsole,
                    0,
                    0,
                    Dimensions.StatWidth,
                    Dimensions.StatHeight,
                    console,
                    0,
                    0
                    );
                RLConsole.Blit(
                    messageConsole,
                    0,
                    0,
                    Dimensions.MessageWidth,
                    Dimensions.MessageHeight,
                    console,
                    0,
                    Dimensions.ScreenHeight - Dimensions.MessageHeight
                    );
                RLConsole.Blit(
                    inventoryConsole,
                    0,
                    0,
                    Dimensions.InventoryWidth,
                    Dimensions.InventoryHeight,
                    console,
                    Dimensions.MapWidth,
                    0
                    );
                RLConsole.Blit(
                    mapConsole,
                    CameraSystem.ViewportStartX,
                    CameraSystem.ViewportStartY,
                    Dimensions.MapWidth,
                    Dimensions.MapHeight,
                    console,
                    0,
                    Dimensions.StatHeight
                    );
                // Tell RLNET to draw the console that we set
                console.Draw();
            }
        }