/** * Creates a new cutscene * * @param type * The type of the scene * @param id * The id of the scene */ protected Cutscene(GeneralSceneSceneType type, string id) : base(type, id) { effects = new Effects(); destinyX = int.MinValue; destinyY = int.MaxValue; transitionType = NextSceneEnumTransitionType.NO_TRANSITION; transitionTime = 0; next = GOBACK; }
/** * Creates a new cutscene * * @param type * The type of the scene * @param id * The id of the scene */ protected Cutscene(GeneralSceneSceneType type, string id) : base(type, id) { effects = new Effects(); destinyX = int.MinValue; destinyY = int.MaxValue; transitionType = NextSceneEnumTransitionType.NO_TRANSITION; transitionTime = 0; next = GOBACK; }
/** * Creates a new nextScene * * @param nextScene * the id of the next scene * @param positionX * the horizontal position of the player when he/she gets into * this scene * @param positionY * the vertical position of the player when he/she gets into this * scene */ public NextScene(string nextScene, int positionX, int positionY) { this.nextSceneId = nextScene; this.destinyX = positionX; this.destinyY = positionY; conditions = new Conditions(); effects = new Effects(); postEffects = new Effects(); transitionType = NextSceneEnumTransitionType.NO_TRANSITION; transitionTime = 0; }
/** * Creates a new NextScene * * @param nextSceneId * the id of the next scene */ public NextScene(string nextSceneId) { this.nextSceneId = nextSceneId; destinyX = int.MinValue; destinyY = int.MinValue; conditions = new Conditions(); effects = new Effects(); postEffects = new Effects(); transitionType = NextSceneEnumTransitionType.NO_TRANSITION; transitionTime = 0; }
/** * Creates a new NextScene * * @param nextSceneId * the id of the next scene */ public NextScene(string nextSceneId) { this.nextSceneId = nextSceneId; destinyX = int.MinValue; destinyY = int.MinValue; conditions = new Conditions(); effects = new Effects(); postEffects = new Effects(); transitionType = NextSceneEnumTransitionType.NO_TRANSITION; transitionTime = 0; }
/** * Creates a new cutscene * * @param type * The type of the scene * @param id * The id of the scene */ protected Cutscene(GeneralSceneSceneType type, string id) : base(type, id) { //## xapi def ## this.xapiClass = "accesible"; this.xapiType = "cutscene"; effects = new Effects(); destinyX = int.MinValue; destinyY = int.MaxValue; transitionType = NextSceneEnumTransitionType.NO_TRANSITION; transitionTime = 0; next = GOBACK; }
/** * Adds a next scene to the list of next scenes * * @param nextScene * the next scene to add */ public void addNextScene(NextScene nextScene) { next = NEWSCENE; idTarget = nextScene.getTargetId(); transitionTime = nextScene.getTransitionTime(); transitionType = nextScene.getTransitionType(); destinyX = nextScene.getPositionX(); destinyY = nextScene.getPositionY(); foreach (AbstractEffect effect in nextScene.getEffects().getEffects()) { effects.add(effect); } foreach (AbstractEffect effect in nextScene.getPostEffects().getEffects()) { effects.add(effect); } }
/** * Adds a next scene to the list of next scenes * * @param nextScene * the next scene to add */ public void addNextScene(NextScene nextScene) { next = NEWSCENE; idTarget = nextScene.getTargetId(); transitionTime = nextScene.getTransitionTime(); transitionType = nextScene.getTransitionType(); destinyX = nextScene.getPositionX(); destinyY = nextScene.getPositionY(); foreach (AbstractEffect effect in nextScene.getEffects().getEffects()) { effects.add(effect); } foreach (AbstractEffect effect in nextScene.getPostEffects().getEffects()) { effects.add(effect); } }
public void setTransitionType(NextSceneEnumTransitionType transitionType) { this.transitionType = transitionType; }
public void setTransitionType(NextSceneEnumTransitionType transitionType) { this.transitionType = transitionType; }
/** * Creates a new nextScene * * @param nextScene * the id of the next scene * @param positionX * the horizontal position of the player when he/she gets into * this scene * @param positionY * the vertical position of the player when he/she gets into this * scene */ public NextScene(string nextScene, int positionX, int positionY) { this.nextSceneId = nextScene; this.destinyX = positionX; this.destinyY = positionY; conditions = new Conditions(); effects = new Effects(); postEffects = new Effects(); transitionType = NextSceneEnumTransitionType.NO_TRANSITION; transitionTime = 0; }