public MoveWithAfterImagesBattleEvent(BattleEntity entity, Vector2 finalPosition, double duration, AfterImageVFX afterImageData,
                                       Interpolation.InterpolationTypes xInterpolation = Interpolation.InterpolationTypes.Linear,
                                       Interpolation.InterpolationTypes yInterpolation = Interpolation.InterpolationTypes.Linear)
     : base(entity, finalPosition, duration, xInterpolation, yInterpolation)
 {
     AfterImageData = afterImageData;
 }
 public MoveToFollowSeqAction(BattleEntity entityFollowing, Vector2 destination, double duration, Vector2 followOffset,
                              Interpolation.InterpolationTypes xInterpolation = Interpolation.InterpolationTypes.Linear,
                              Interpolation.InterpolationTypes yInterpolation = Interpolation.InterpolationTypes.Linear)
     : base(destination, duration, xInterpolation, yInterpolation)
 {
     EntityFollowing = entityFollowing;
     FollowOffset    = followOffset;
 }
Ejemplo n.º 3
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        public MoveAmountSeqAction(Vector2 amount, double duration,
                                   Interpolation.InterpolationTypes xInterpolation = Interpolation.InterpolationTypes.Linear,
                                   Interpolation.InterpolationTypes yInterpolation = Interpolation.InterpolationTypes.Linear) : base(duration)
        {
            MoveAmount = amount;

            XInterpolation = xInterpolation;
            YInterpolation = yInterpolation;
        }
Ejemplo n.º 4
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        public MoveToSeqAction(IPosition positionableObj, Vector2 destination, double duration,
                               Interpolation.InterpolationTypes xInterpolation = Interpolation.InterpolationTypes.Linear,
                               Interpolation.InterpolationTypes yInterpolation = Interpolation.InterpolationTypes.Linear) : this(positionableObj, duration)
        {
            MoveEnd = destination;

            XInterpolation = xInterpolation;
            YInterpolation = yInterpolation;
        }
        public MoveToSeqAction(BattleEntity entity, Vector2 destination, double duration,
                               Interpolation.InterpolationTypes xInterpolation = Interpolation.InterpolationTypes.Linear,
                               Interpolation.InterpolationTypes yInterpolation = Interpolation.InterpolationTypes.Linear) : base(entity, duration)
        {
            MoveEnd = destination;

            XInterpolation = xInterpolation;
            YInterpolation = yInterpolation;
        }
Ejemplo n.º 6
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        public MoveToBattleEvent(BattleEntity[] entities, Vector2[] finalPositions, double duration,
                                 Interpolation.InterpolationTypes xInterpolation = Interpolation.InterpolationTypes.Linear,
                                 Interpolation.InterpolationTypes yInterpolation = Interpolation.InterpolationTypes.Linear)
        {
            Entities       = entities;
            FinalPositions = finalPositions;
            Duration       = duration;

            XInterpolation = xInterpolation;
            YInterpolation = yInterpolation;
        }
Ejemplo n.º 7
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        public MoveAmountMultipleSeqAction(BattleEntity[] entitiesToMove, Vector2[] amounts, double duration,
                                           Interpolation.InterpolationTypes xInterpolation = Interpolation.InterpolationTypes.Linear,
                                           Interpolation.InterpolationTypes yInterpolation = Interpolation.InterpolationTypes.Linear)
        {
            EntitiesToMove = entitiesToMove;
            MoveAmounts    = amounts;

            Duration = duration;

            XInterpolation = xInterpolation;
            YInterpolation = yInterpolation;
        }
Ejemplo n.º 8
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        protected override void OnUpdate()
        {
            if (Entity == null || Entity.IsInBattle == false)
            {
                Debug.LogWarning("BattleEntity is null or not in battle. Ending this Battle Event immediately.");
                End();
                return;
            }

            ElapsedTime += Time.ElapsedMilliseconds;

            Vector2 start = StartPos;
            Vector2 end   = EndPos;

            Interpolation.InterpolationTypes interpType = Interpolation.InterpolationTypes.QuadOut;

            if (MovedUp == true)
            {
                start      = EndPos;
                end        = StartPos;
                interpType = Interpolation.InterpolationTypes.QuadIn;
            }

            Entity.Position = Interpolation.Interpolate(start, end, ElapsedTime / MoveTime, interpType);

            if (ElapsedTime >= MoveTime)
            {
                if (MovedUp == false)
                {
                    MovedUp     = true;
                    ElapsedTime = 0d;
                }
                else
                {
                    End();
                }
            }
        }
Ejemplo n.º 9
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 /// <summary>
 /// Convenience constructor for a single BattleEntity.
 /// </summary>
 /// <param name="entity"></param>
 /// <param name="finalPosition"></param>
 /// <param name="duration"></param>
 public MoveToBattleEvent(BattleEntity entity, Vector2 finalPosition, double duration,
                          Interpolation.InterpolationTypes xInterpolation = Interpolation.InterpolationTypes.Linear,
                          Interpolation.InterpolationTypes yInterpolation = Interpolation.InterpolationTypes.Linear)
     : this(new BattleEntity[] { entity }, new Vector2[] { finalPosition }, duration, xInterpolation, yInterpolation)
 {
 }