private int getFactor(BootsSpriteType type) { switch (type) { case BootsSpriteType.WalkFrame1: case BootsSpriteType.WalkFrame2: case BootsSpriteType.WalkFrame3: case BootsSpriteType.WalkFrame4: return(4); } return(1); }
private int GetOffsetBasedOnState(BootsSpriteType type) { switch (type) { case BootsSpriteType.WalkFrame1: case BootsSpriteType.WalkFrame2: case BootsSpriteType.WalkFrame3: case BootsSpriteType.WalkFrame4: return(4); } return(1); }
public Texture2D GetBoots(bool isBow = false) { BootsSpriteType type = BootsSpriteType.Standing; switch (charRef.State) { case CharacterActionState.Walking: switch (_data.walkFrame) { case 1: type = BootsSpriteType.WalkFrame1; break; case 2: type = BootsSpriteType.WalkFrame2; break; case 3: type = BootsSpriteType.WalkFrame3; break; case 4: type = BootsSpriteType.WalkFrame4; break; } break; case CharacterActionState.Attacking: if (!isBow && _data.attackFrame == 2 || isBow && _data.attackFrame == 1) { type = BootsSpriteType.Attack; } break; case CharacterActionState.Sitting: switch (_data.sitting) { case SitState.Chair: type = BootsSpriteType.SitChair; break; case SitState.Floor: type = BootsSpriteType.SitGround; break; } break; } short baseBootsValue = (short)((_data.boots - 1) * 40); GFXTypes gfxFile = _data.gender == 0 ? GFXTypes.FemaleShoes : GFXTypes.MaleShoes; int factor = (_data.facing == EODirection.Down || _data.facing == EODirection.Right) ? 0 : 1; factor *= getFactor(type); int gfxNumber = baseBootsValue + (int)type + factor; return(GFXLoader.TextureFromResource(gfxFile, gfxNumber, true)); }
private int getFactor(BootsSpriteType type) { switch (type) { case BootsSpriteType.WalkFrame1: case BootsSpriteType.WalkFrame2: case BootsSpriteType.WalkFrame3: case BootsSpriteType.WalkFrame4: return 4; } return 1; }