/// <summary> /// 播放受击动作 /// </summary> void UpdateAnimationStage() { if (mbFalseHitBack) { mbFalseHitBackHasAnimTime = mbFalseHitBackHasAnimTime + Time.deltaTime; if (mbFalseHitBackHasAnimTime >= mbFalseHitBackInterval) { mbFalseHitBackHasAnimTime = mbFalseHitBackInterval; mbFalseHitBack = false; mbFlaseHitBack_should = false; } float percent = mbFalseHitBackHasAnimTime / mbFalseHitBackInterval; Vector3 new_pos = Vector3.zero; if (percent <= 0.5f) { new_pos = (mbFalseHitBackDestPos - mbFalseHitBackStartPos) * percent / 0.5f + mbFalseHitBackStartPos; } else { new_pos = (mbFalseHitBackStartPos - mbFalseHitBackDestPos) * (percent - 0.5f) / 0.5f + mbFalseHitBackDestPos; } mOwner.SetPosition(new_pos); } // 受击动作播放完毕后再退出受击状态 AnimationOptions op = GetAnimationOptions(Actor.EAnimation.beAtk_Backward); if (!mOwner.IsPlaying(op.Name)) { MoveSpeed = 0.0f; mkBackWardFunc = null; mMachine.React((uint)EFSMEvent.DE_Stop); } }
bool SpeedUpShortCut() { if (mCurStep == null || mOwner == null) { return(false); } Vector3 calcPos = CalcDstPosition(); float curDis = GetDistanceOfCurToDst(calcPos); //当前位置到推算的目标点位置的距离 //float diff = Mathf.Abs(curDis-DBActor.SpeedUpMinDis); MoveStep step = mCurStep; float speed = step.speed; if (step.type == EActorStepType.AT_WALK_END) { AnimationOptions op = mOwner.GetWalkAniOptions(); if (op != null) { speed = op.Speed; } } bool drag = false; if (curDis <= DBActor.SpeedUpMinDis) { mOwner.MoveSpeed = speed; } else if (curDis > DBActor.SpeedUpMaxDis) { mOwner.MoveSpeed = speed; mOwner.SetPosition(step.pos); mOwner.TurnDir(mCurStep.dir); drag = true; } else { if (0 == speed) { GameDebug.LogError("zero speed"); speed = 0.5f; } float costTime = DBActor.SpeedUpMinDis / speed; float s = curDis / costTime; if (s > 0) { mOwner.MoveSpeed = s; } } if (mCurStep.type == EActorStepType.AT_WALK_BEGIN) { mCurStep.pos = calcPos; drag = true; } return(drag); }
public static async Task Size(object target, Size size, AnimationOptions options) { var obj = target as FrameworkElement; if (obj != null) { obj.BeginAnimation(FrameworkElement.WidthProperty, new DoubleAnimation { To = size.Width, Duration = options.Duration, AccelerationRatio = options.AccelerationRatio, DecelerationRatio = options.DecelerationRatio }); obj.BeginAnimation(FrameworkElement.HeightProperty, new DoubleAnimation { To = size.Height, Duration = options.Duration, AccelerationRatio = options.AccelerationRatio, DecelerationRatio = options.DecelerationRatio }); await Task.Delay(options.Duration.TimeSpan.Milliseconds); obj.BeginAnimation(FrameworkElement.WidthProperty, null); obj.BeginAnimation(FrameworkElement.HeightProperty, null); obj.Width = size.Width; obj.Height = size.Height; } }
public void UpdateState_Walk(xc.Machine.State s) { if (mOwner == null) { return; } if (mInBattleStatus != mOwner.InBattleStatus) { mInBattleStatus = mOwner.InBattleStatus; AnimationOptions op = mOwner.GetWalkAniOptions(); if (op != null) { float scale = op.OriSpeed != 0 ? MoveSpeed / op.OriSpeed : 1.0f; mOwner.SetMoveAnimationSpeed(scale); CrossFadeAnimation(op); } } // 变身状态下,播放动画的不是当前的模型 // 因此需要在此处检查下Animator下的状态是否正常 var walkOpt = mOwner.GetWalkAniOptions(); if (walkOpt != null) { if (!mOwner.IsInAnimationState(walkOpt.Name)) { CrossFadeAnimation(walkOpt); } } UpdateMoveToDest(); }
/// <summary> /// 更新战斗属性,主要是移动速度 /// </summary> public void UpdateBattleAttribute() { if (ParentActor == null) { return; } if (mActorAttr != null) { if (ParentActor.ActorAttribute != null) { mActorAttr.MoveSpeedScale = (int)(ParentActor.ActorAttribute.MoveSpeedScale); mActorAttr.MoveSpeedAdd = (int)(ParentActor.ActorAttribute.MoveSpeedAdd); SetMoveSpeedScale(mActorAttr.MoveSpeedScale * GlobalConst.AttrConvert, mActorAttr.MoveSpeedAdd); } } AnimationOptions op = GetWalkAniOptions(); if (op != null) { AnimationOptions parent_actor_walk_options = ParentActor.GetWalkAniOptions(); if (parent_actor_walk_options != null) { op.Speed = parent_actor_walk_options.Speed; } // 护送NPC的走路动作要使用原始速度 if (IsEscortNPC == true) { mAnimationSpeed = mOriginalWalkAniSpeed / op.Speed; SetAnimationSpeed(mAnimationSpeed); } } }
public static UIViewAnimationOptions ToAnimationOptions(this AnimationOptions options) { var result = UIViewAnimationOptions.TransitionNone; if (options != AnimationOptions.None) { if (options.HasFlag(AnimationOptions.Repeat)) { result = result | UIViewAnimationOptions.Repeat; } if (options.HasFlag(AnimationOptions.CurveEaseIn)) { result = result | UIViewAnimationOptions.CurveEaseIn; } if (options.HasFlag(AnimationOptions.CurveEaseInOut)) { result = result | UIViewAnimationOptions.CurveEaseInOut; } if (options.HasFlag(AnimationOptions.CurveEaseOut)) { result = result | UIViewAnimationOptions.CurveEaseOut; } } return(result); }
/// <summary> /// 更新死亡状态 /// </summary> public void UpdateState_Death(xc.Machine.State s) { if (mMoveImpl == null) { return; } if (!mDeathInfo.IsFlying) { if (!IsGrounded()) { Vector3 move = MoveSpeed * mDir * Time.deltaTime; move.y = mVerticalSpeed * Time.deltaTime; mMoveImpl.Move(move, true, false); mVerticalSpeed -= Time.deltaTime * m_Gravity; } // 因此在死亡前可能有恢复了变身状态,播放死亡动画的不是当前的模型 // 因此需要在此处检查下Animator下的状态是否正常 if (!mOwner.IsInAnimationState(DeathAnimation)) { PlayAnimation(DeathAnimation); } } else { // 浮空上升阶段 if (mVerticalSpeed > 0.0f || !mMoveImpl.IsGrounded) { Vector3 move = mDir * MoveSpeed * Time.deltaTime; // xz平面的移动 move.y = mVerticalSpeed * Time.deltaTime; // y高度的移动 mVerticalSpeed -= Time.deltaTime * m_Gravity; MoveSpeed -= Time.deltaTime * mDeathInfo.MoveXFric; MoveSpeed = Mathf.Max(MoveSpeed, 0); mMoveImpl.Move(move, false, false); } // 浮空下落阶段 if (mSwitch == false && mVerticalSpeed <= 0.0f) { AnimationOptions op = GetAnimationOptions(Actor.EAnimation.falling); PlayAnimation(op); mSwitch = true; } // 落地阶段 if (mDeathFlyDown == false && mMoveImpl.IsGrounded) { AnimationOptions falldownOp = GetAnimationOptions(Actor.EAnimation.falldown); PlayAnimation(falldownOp); mDeathFlyDown = true; } } }
/// <summary> /// This method specifies the URL of the online video that should be converted into a animated GIF. /// </summary> /// <param name="url">The URL to convert into a animated GIF.</param> /// <param name="options">A instance of the AnimationOptions class that defines any special options to use when creating the animated GIF.</param> public void URLToAnimation(string url, AnimationOptions options) { lock (thisLock) { if (options == null) { options = new AnimationOptions(); } request.Store(BaseURLGet + "takeanimation.ashx", false, options, url); } }
//第二层状态: beAttacking的子状态 public void EnterState_BeAtkBackward(xc.Machine.State s) //beAtkBackwardState { AnimationOptions op = mOwner.GetAnimationOptions(Actor.EAnimation.beAtk_Backward); PlayAnimation(op); mVerticalSpeed = 0; if (mbFlaseHitBack_should) { mbFalseHitBack = true; //是否进行假击退 mbFlaseHitBack_should = false; } }
/// <summary> /// 更新战斗属性 /// </summary> public virtual void UpdateBattleAttribute() { if (ParentActor == null) { return; } this.AttackSpeed = ParentActor.AttackSpeed; mActorAttr.MoveSpeedScale = ParentActor.ActorAttribute.MoveSpeedScale; mActorAttr.MoveSpeedAdd = ParentActor.ActorAttribute.MoveSpeedAdd; AnimationOptions parent_actor_walk_options = ParentActor.GetWalkAniOptions(); AnimationOptions op = GetWalkAniOptions(); if (op != null && parent_actor_walk_options != null) { op.Speed = parent_actor_walk_options.Speed; } }
public void EnterState_Walk(xc.Machine.State s) // Walk State { AnimationOptions op = mOwner.GetWalkAniOptions(); if (op != null) { if (0.0f == MoveSpeed) { MoveSpeed = op.Speed; } float scale = op.OriSpeed != 0 ? MoveSpeed / op.OriSpeed : 1.0f; mOwner.SetMoveAnimationSpeed(scale); CrossFadeAnimation(op); } CalcMovePath(); mIsWalking = true; mInBattleStatus = mOwner.InBattleStatus; }
public static async Task Margin(object target, Thickness to, AnimationOptions options) { var obj = target as FrameworkElement; if (obj != null) { obj.BeginAnimation(FrameworkElement.MarginProperty, new ThicknessAnimation { To = to, Duration = options.Duration, AccelerationRatio = options.AccelerationRatio, DecelerationRatio = options.DecelerationRatio }); await Task.Delay(options.Duration.TimeSpan.Milliseconds); obj.BeginAnimation(FrameworkElement.MarginProperty, null); obj.Margin = to; } }
public static async Task Opacity(object target, double opacity, AnimationOptions options) { var obj = target as FrameworkElement; if (obj != null) { obj.BeginAnimation(FrameworkElement.OpacityProperty, new DoubleAnimation { To = opacity, Duration = options.Duration, AccelerationRatio = options.AccelerationRatio, DecelerationRatio = options.DecelerationRatio }); await Task.Delay(options.Duration.TimeSpan.Milliseconds); obj.BeginAnimation(FrameworkElement.OpacityProperty, null); obj.Opacity = opacity; } }
public override void AfterCreate() { base.AfterCreate(); mIsInteractNPC = mCreateInfo.ClientNpcDefine.Function == NpcDefine.EFunction.INTERACTION; InitNPCData(mCreateInfo.ClientNpc); NpcManager.Instance.AddNpc(this); xc.Dungeon.LevelManager.Instance.SetAreaClose(mNpcData.Mark); // 读取配置表的待机动作 m_AnimationMaps[EAnimation.idle] = new AnimationOptions(); m_AnimationMaps[EAnimation.idle].Name = Define.IdleAni; AnimationOptions op = GetWalkAniOptions(); if (op != null) { mOriginalWalkAniSpeed = op.OriSpeed; } // 这里要stop一下,不然配置的待机动作不生效 if (IsIdle() == true) { Stop(); } UpdateInteractEffect(); UpdateBattleAttribute(); // 护送NPC要重新激活一次头顶改名字 if (IsEscortNPC && AutoActiveTextName) { GetBehavior <TextNameBehavior>().Active(Trans.gameObject); } }
public void UpdateExchangeModel() { if (m_need_update_exchange_model == false) { return; } if (m_pkgBossInfo == null) { return; } if (m_pkgBossInfo.state == 1)//世界BOSS处于存活状态,删除墓碑 { if (m_uid != null) { InterObjectManager.Instance.DestroyObject(m_uid); m_uid = null; } m_need_update_exchange_model = false; } else//BOSS已经死亡; BOSS播放完死亡动画=>删除BOSS怪物=>创建墓碑 { // 查询特殊怪物表 var data_mon_attr = DBManager.Instance.GetDB <DBSpecialMon>().GetData(m_pkgBossInfo.id); if (data_mon_attr == null) { GameDebug.LogError("Cannot find special monster info,id:" + m_pkgBossInfo.id); return; } var actor_id = data_mon_attr.ActorId; Dictionary <UnitID, Actor> boss_actor_dict = ActorManager.Instance.GetMonsterSetByActorId(actor_id); bool can_destroy_model = true; foreach (var item in boss_actor_dict) { Actor death_boss_actor = item.Value; if (death_boss_actor != null && death_boss_actor.transform != null) { m_model_Quaternion = death_boss_actor.transform.rotation; Vector3 new_pos = death_boss_actor.transform.position; if (new_pos.y < -500) { GameDebug.LogError(string.Format("boss_actor pos maybe is error new_pos = {0}, {1}, {2}", new_pos.x, new_pos.y, new_pos.z)); } else { m_pos = death_boss_actor.transform.position; } } if (death_boss_actor != null) { AnimationOptions op = death_boss_actor.GetAnimationOptions(Actor.EAnimation.death); if (op != null && can_destroy_model) { if (death_boss_actor.IsPlaying()) { can_destroy_model = false; } } } } if (has_created_inter_object == false) { has_created_inter_object = true; m_monster_name = RoleHelp.GetActorName(actor_id); string prefab = string.Format("Assets/Res/{0}.prefab", RoleHelp.GetPrefabName(actor_id)); InterObject create_inter_object = InterObjectManager.Instance.CreateObject <InterObject>(m_uid, prefab, m_pos, m_model_Quaternion, RoleHelp.GetPrefabScale(actor_id)); if (create_inter_object != null) { create_inter_object.m_StyleInfo.Offset = new Vector3(0, 2.8f, 0); create_inter_object.m_StyleInfo.HeadOffset = new Vector3(0, 2.0f, 0); create_inter_object.m_StyleInfo.ScreenOffset = UI3DText.NameTextScreenOffset; create_inter_object.m_StyleInfo.Scale = Vector3.one; create_inter_object.m_StyleInfo.IsShowBg = false; create_inter_object.m_StyleInfo.SpritName = ""; create_inter_object.IsVisible = false; DBWorldBoss.DBWorldBossItem boss_item = DBManager.Instance.GetDB <DBWorldBoss>().GetData(m_pkgBossInfo.id); if (boss_item != null) { create_inter_object.SetCollider(boss_item.DeathModelCenter, boss_item.DeathModelRadius); } } } if (can_destroy_model) { InterObject create_inter_object = InterObjectManager.Instance.GetObject(m_uid); if (create_inter_object != null) { create_inter_object.IsVisible = true; create_inter_object.SetPosAndQuaternion(m_pos, m_model_Quaternion); } m_need_update_exchange_model = false; } } }
public AnimationBuilder() { AnimationOptions = new AnimationOptions(); }
private AnimationOptions CompileAnimationOptions(AnimationRootNode animNode) { AnimationOptions options = new AnimationOptions(); if (animNode.optionNodes == null) { return(options); } LightList <AnimationOptionNode> optionNodes = animNode.optionNodes; if (optionNodes == null) { return(options); } for (int i = 0; i < optionNodes.Count; i++) { string optionName = optionNodes[i].optionName.ToLower(); StyleASTNode value = optionNodes[i].value; switch (optionName) { case "duration": options.duration = StylePropertyMappers.MapUITimeMeasurement(value, context); break; case "iterations": options.iterations = (int)StylePropertyMappers.MapNumberOrInfinite(value, context); break; case "looptime": options.loopTime = StylePropertyMappers.MapNumber(value, context); break; case "delay": options.delay = StylePropertyMappers.MapUITimeMeasurement(value, context); break; case "direction": options.direction = StylePropertyMappers.MapEnum <AnimationDirection>(value, context); break; case "looptype": options.loopType = StylePropertyMappers.MapEnum <AnimationLoopType>(value, context); break; case "forwardstartdelay": options.forwardStartDelay = (int)StylePropertyMappers.MapNumber(value, context); break; case "reversestartdelay": options.reverseStartDelay = (int)StylePropertyMappers.MapNumber(value, context); break; case "timingfunction": options.timingFunction = StylePropertyMappers.MapEnum <EasingFunction>(value, context); break; default: throw new CompileException(optionNodes[i], "Invalid option argument for animation"); } } return(options); }
public static async Task Scale(object target, double x1, double y1, double x2, double y2, AnimationOptions options) { var obj = target as FrameworkElement; if (obj != null) { var transformGroup = new TransformGroup(); var scaleTransform = new ScaleTransform(); transformGroup.Children.Add(scaleTransform); obj.RenderTransform = transformGroup; obj.RenderTransformOrigin = new Point(0.5, 0.5); scaleTransform.BeginAnimation(ScaleTransform.ScaleXProperty, new DoubleAnimation { From = x1, To = x2, Duration = options.Duration, AccelerationRatio = options.AccelerationRatio, DecelerationRatio = options.DecelerationRatio }); scaleTransform.BeginAnimation(ScaleTransform.ScaleYProperty, new DoubleAnimation { From = y1, To = y2, Duration = options.Duration, AccelerationRatio = options.AccelerationRatio, DecelerationRatio = options.DecelerationRatio }); await Task.Delay(options.Duration.TimeSpan.Milliseconds); scaleTransform.BeginAnimation(ScaleTransform.ScaleXProperty, null); scaleTransform.BeginAnimation(ScaleTransform.ScaleYProperty, null); scaleTransform.ScaleX = x2; scaleTransform.ScaleY = y2; } }
public float OriSpeed = 0; //动作的播放速度,对于移动动作来说,表示移动的速度 public void Clone(AnimationOptions src) { Name = src.Name; Speed = src.Speed; OriSpeed = src.OriSpeed; }
private AnimationOptions CompileSpriteSheetOptions(SpriteSheetNode node) { AnimationOptions options = new AnimationOptions(); LightList <StyleASTNode> spriteSheetProperties = node.children; if (spriteSheetProperties == null) { return(options); } for (int i = 0; i < spriteSheetProperties.Count; i++) { if (spriteSheetProperties[i] is PropertyNode property) { string optionName = property.identifier.ToLower(); StyleASTNode value = property.children[0]; switch (optionName) { case "iterations": options.iterations = (int)StylePropertyMappers.MapNumberOrInfinite(value, context); break; case "delay": options.delay = StylePropertyMappers.MapUITimeMeasurement(value, context); break; case "duration": options.duration = StylePropertyMappers.MapUITimeMeasurement(value, context); break; case "looptype": options.loopType = StylePropertyMappers.MapEnum <AnimationLoopType>(value, context); break; case "direction": options.direction = StylePropertyMappers.MapEnum <AnimationDirection>(value, context); break; case "forwardstartdelay": options.forwardStartDelay = (int)StylePropertyMappers.MapNumber(value, context); break; case "reversestartdelay": options.reverseStartDelay = (int)StylePropertyMappers.MapNumber(value, context); break; case "fps": options.fps = (int)StylePropertyMappers.MapNumber(value, context); break; case "startframe": options.startFrame = (int)StylePropertyMappers.MapNumber(value, context); break; case "endframe": options.endFrame = (int)StylePropertyMappers.MapNumber(value, context); break; case "pathprefix": options.pathPrefix = StylePropertyMappers.MapString(value, context); break; default: throw new CompileException(property, "Invalid option argument for animation"); } } else { throw new CompileException(spriteSheetProperties[i], "Invalid option argument for animation"); } } return(options); }
/// <summary> /// 播放融合动画 /// </summary> /// <param name="op"></param> void CrossFadeAnimation(AnimationOptions op) { mOwner.CrossFade(op); }
/// <summary> /// 进入死亡状态 /// </summary> public void EnterState_Death(xc.Machine.State s) { m_Gravity = DBActor.Gravity; // 下坐骑 if (mOwner.mRideCtrl != null && mOwner.mRideCtrl.IsRiding()) { mOwner.mRideCtrl.UnRide(true); } // Unfreeze mOwner.UnFreeze(); // 获取死亡动作 AnimationOptions op = GetAnimationOptions(Actor.EAnimation.death); bool is_shape_shifted = mOwner.IsShapeShift;// 删除buff前判断是否在变身状态 // 删除buff if (mOwner.BuffCtrl != null) { mOwner.BuffCtrl.DelAllBuff(); } if (!mIsDead) // 角色之前还进入死亡时,则播放死亡动作 { mIsDead = true; // 先检查是否有浮空动作 AnimationOptions floatingOp = GetAnimationOptions(Actor.EAnimation.floating); if (!mOwner.HasAnimation(floatingOp.Name) || is_shape_shifted)// 变身状态、没有击飞动画时 { mDeathInfo.IsFlying = false; } if (!mDeathInfo.IsFlying) { PlayAnimation(op); } else { // 移动方向 MoveDir = mDeathInfo.MoveDir; // 移动速度 MoveSpeed = mDeathInfo.MoveXSpeed; mVerticalSpeed = mDeathInfo.MoveYSpeed; m_Gravity = mOwner.ActorAttribute.Gravity; // 播放动画 PlayAnimation(floatingOp); mSwitch = false; mDeathFlyDown = false; } } else { SkillEffectPlayer effect_player = mOwner.SkillEffectPlayer; if (effect_player != null) { effect_player.PlayEffect(DeathAnimation); } } if (mOwner.IsLocalPlayer) { ClientEventMgr.GetInstance().FireEvent((int)ClientEvent.CE_LOCAL_PLAYER_NWAR_DEAD, null); } if (SceneHelp.Instance.IsInWorldBossExperienceInstance && mOwner.IsLocalPlayer == false && mOwner.IsPlayer()) { mOwner.SetNameLayoutVisiable(false); } }
public static ContentPage GetChartContentPage(ChartSample chartSample) { ContentPage page = null; switch (chartSample.SampleViewType) { case (int)ChartSampleViewType.GETTING_STARTED: page = new GettingStartedSample(); break; case (int)ChartSampleViewType.CHART_TYPES: page = new ChartTypesSample(); break; case (int)ChartSampleViewType.MIXED_CHART_TYPES: page = new MixedChartTypesSample(); break; case (int)ChartSampleViewType.LEGEND_AND_TITLES: page = new TitleAndLegendSample(); break; case (int)ChartSampleViewType.TOOLTIPS: page = new TooltipsSample(); break; case (int)ChartSampleViewType.STYLING_SERIES: page = new StylingSeriesSample(); break; case (int)ChartSampleViewType.CUSTOMIZING_AXES: page = new CustomizingAxesSample(); break; case (int)ChartSampleViewType.THEMING: page = new ThemingSample(); break; case (int)ChartSampleViewType.SELECTION_MODES: page = new SelectionModesSample(); break; case (int)ChartSampleViewType.TOGGLE_SERIES: page = new ToggleSeriesSample(); break; case (int)ChartSampleViewType.DYNAMIC_CHARTS: page = new DynamicChartsSample(); break; case (int)ChartSampleViewType.BUBBLE_CHART: page = new BubbleChartSample(); break; case (int)ChartSampleViewType.FINANCIAL_CHART: page = new FinancialChart(); break; case (int)ChartSampleViewType.ZOOMING_AND_SCROLLING: page = new ZoomingAndScrolling(); break; case (int)ChartSampleViewType.HITTEST: page = new HitTest(); break; case (int)ChartSampleViewType.ANIMATION: page = new AnimationOptions(); break; } page.Title = chartSample.Name; return(page); }
/// <summary> /// 播放动画 /// </summary> /// <param name="op"></param> void PlayAnimation(AnimationOptions op) { mOwner.Play(op); }
protected override void Recycle(bool isReleasing) { _animation = null; _animationFrame = 0; _animationframeDurationTimer = 0.0f; _animationName = string.Empty; _animationOptions = AnimationOptions.None; _frameOffset = 0; _isAnimationPaused = false; IsAnimating = false; IsAnimationFinished = false; base.Recycle(isReleasing); }
protected internal override bool SetValue(string name, string value) { switch (name) { case "animation": case "animationname": _animationName = value; return true; case "animationoptions": switch (value) { case "none": _animationOptions |= Graphics.AnimationOptions.None; return true; case "looped": _animationOptions |= Graphics.AnimationOptions.Looped; return true; case "startonrandomframe": _animationOptions |= Graphics.AnimationOptions.StartOnRandomFrame; return true; } return true; case "islooped": case "looped": case "loop": _animationOptions |= AnimationOptions.Looped; return true; case "startrandom": case "random": _animationOptions |= AnimationOptions.StartOnRandomFrame; return true; case "ispaused": case "paused": case "isstopped": case "stopped": IsAnimationPaused = bool.Parse(value); return true; case "foffset": case "frameoffset": _frameOffset = int.Parse(value, CultureInfo.InvariantCulture); return true; } return base.SetValue(name, value); }
public static Page GetChartContentPage(ChartSample chartSample) { Page page = null; switch (chartSample.SampleViewType) { case (int)ChartSampleViewType.GETTING_STARTED: page = new GettingStartedSample(); break; case (int)ChartSampleViewType.CHART_TYPES: page = new ChartTypesSample(); break; case (int)ChartSampleViewType.MIXED_CHART_TYPES: page = new MixedChartTypesSample(); break; case (int)ChartSampleViewType.LEGEND_AND_TITLES: page = new TitleAndLegendSample(); break; case (int)ChartSampleViewType.TOOLTIPS: page = new TooltipsSample(); break; case (int)ChartSampleViewType.STYLING_SERIES: page = new StylingSeriesSample(); break; case (int)ChartSampleViewType.CUSTOMIZING_AXES: page = new CustomizingAxesSample(); break; case (int)ChartSampleViewType.THEMING: page = new ThemingSample(); break; case (int)ChartSampleViewType.SELECTION_MODES: page = new SelectionModesSample(); break; case (int)ChartSampleViewType.TOGGLE_SERIES: page = new ToggleSeriesSample(); break; case (int)ChartSampleViewType.DYNAMIC_CHARTS: page = new DynamicChartsSample(); break; case (int)ChartSampleViewType.BUBBLE_CHART: page = new BubbleChartSample(); break; case (int)ChartSampleViewType.FINANCIAL_CHART: page = new FinancialChart(); break; case (int)ChartSampleViewType.ZOOMING_AND_SCROLLING: page = new ZoomingAndScrolling(); break; case (int)ChartSampleViewType.HITTEST: page = new HitTest(); break; case (int)ChartSampleViewType.ANIMATION: page = new AnimationOptions(); break; case (int)ChartSampleViewType.MUTIPLE_AXES: page = new MultipleAxesSamples(); break; case (int)ChartSampleViewType.CUSTOM_PLOT_ELEMENTS: page = new CustomPlotElements(); break; case (int)ChartSampleViewType.CONDITIONAL_FORMAT: page = new ConditionalFormatting(); break; case (int)ChartSampleViewType.DATA_LABEL: page = new DataLabelSample(); break; case (int)ChartSampleViewType.SNAPSHOT: page = new Snapshot(); break; case (int)ChartSampleViewType.UPDATE_ANIMATION: page = new UpdateAnimation(); break; case (int)ChartSampleViewType.SCROLLING: page = new ScrollingSample(); break; } page.Title = chartSample.Name; return(page); }
/// <summary> /// Plays the <see cref="AnimationSpriteEntity"/>. /// </summary> /// <param name="animation">The name of the <see cref="Animation"/> to play.</param> /// <param name="options">The <see cref="AnimationOptions"/> to use when playing the <see cref="AnimatedSpriteEntity"/>.</param> public void Play(string animation, AnimationOptions options) { Play(animation, options, 0); }
/// <summary> /// Plays the <see cref="AnimationSpriteEntity"/>. /// </summary> /// <param name="animation">The name of the <see cref="Animation"/> to play.</param> /// <param name="options">The <see cref="AnimationOptions"/> to use when playing the <see cref="AnimatedSpriteEntity"/>.</param> /// <param name="frameOffset">The frame offset used when playing the <see cref="AnimatedSpriteEntity"/>.</param> public void Play(string animation, AnimationOptions options, int frameOffset) { AnimationName = animation; AnimationOptions = options; IsAnimationPaused = false; IsAnimating = true; IsAnimationFinished = false; FrameOffset = frameOffset; }