public void Kill() { BoundingBox.Active = false; Position += new Point(-4, -4); Commands += new SetSprite(deathSprite).Repeat(100); Commands += new Command[] { new Move(0, 0).Repeat(deathSprite.Delay * deathSprite.Length - 1), new MethodCall <IEntity>(e => e.Destroy()) }; }
private void Awake() { var image = GetComponent <Image>(); if (image != null) { _getSprite = () => image.sprite; _setSprite = sp => image.sprite = sp; _getColor = () => image.color; _setColor = c => image.color = c; return; } var spriteRenderer = GetComponent <SpriteRenderer>(); if (spriteRenderer != null) { _getSprite = () => spriteRenderer.sprite; _setSprite = sp => spriteRenderer.sprite = sp; _getColor = () => spriteRenderer.color; _setColor = c => spriteRenderer.color = c; return; } Debug.LogError(string.Format( "Nova: ChangeSpriteWithFade should have Image or SpriteRenderer component attached." + " Object name: {0}", gameObject.name)); }
public void build(int pal) { for (int i = 0; i < 11; i++) //0x10 per char, four chars per frame. most have three frames? (down, up, left. mirror left for right) { if (indexes[i] != 0) //ignore unused interior slots { SetSprite s = new SetSprite(); s.data = spritedatas[indexes[i] - 1].data; s.size = spritedatas[indexes[i] - 1].size; s.frames = new List <Bitmap>(); int size = 0; //for each sprite while (size * 0x40 < s.size) { //for each frame s.frames.Add(new Bitmap(16, 16)); Graphics g = Graphics.FromImage(s.frames[size]); g.Clear(Color.Transparent); //for each charactor for (int n = 0; n < 4; n++) { for (int j = 0; j < 8; j++) { //for each row for (int k = 7; k > -1; k--) { //for each pixel int c = (s.data[size * 0x40 + (n * 0x10) + j * 2] >> k) & 1; c += ((s.data[size * 0x40 + (n * 0x10) + j * 2 + 1] >> k) & 1) << 1; if (c < 3) { c = (c + 2) % 3; } g.FillRectangle(new SolidBrush(PaletteList.pals[pal].colors[c]), (n % 2) * 8 + 7 - k, (int)(n / 2) * 8 + j, 1, 1); } } } s.frames[size].MakeTransparent(PaletteList.pals[pal].colors[2]); size += 1; } if (sprites.Count() < 11) { sprites.Add(s); } else { sprites[i] = s; } } } }
private void Start() { setSprite = GetComponent <SetSprite>(); audioSource = GetComponent <AudioSource>(); SetInputAxes(); }
public static bool restingAfterCorrect = false; //this makes sure it grades you as correct even if you dont hold down the button the entire time. private void Start() { setSprite = GetComponent <SetSprite>(); }
public override void Kill(DeathType type, bool spawnPoints) { Commands += new SetSprite(States[KoopaEnum.IN_SHELL].Sprite).Until(e => false); base.Kill(type, spawnPoints); }