private void onRoleStateChanged(Object sender, ERoleState oldState) { // 过时 //if (GameMgr.Instance.InEditorMode && // GameMgr.Instance.SceneEditor.Item != null && // (GameMgr.Instance.SceneEditor.Item.GetType().Name == "Role" || // GameMgr.Instance.SceneEditor.Item.GetType().Name == "RoyMustang")) // GameMgr.Instance.SceneEditor.LoadItemInfo("角色状态"); }
private void ChangeStateAction(ERoleState state) { switch (state) { case ERoleState.Free: RoleState = ERoleState.Free; AnimTexture.PlaySeq("Free"); break; case ERoleState.Running: RoleState = ERoleState.Running; AnimTexture.PlaySeq("Running"); break; case ERoleState.Jumping: RoleState = ERoleState.Jumping; AnimTexture.PlaySeq("Jumping"); float hSpeed = Vector2.Dot(speedFromPhysics, RightVector); jumpForce = new Vector2((float)Math.Cos(UpRotation) * JumpForce, (float)Math.Sin(UpRotation) * JumpForce); jumpTime = 0; jumpState = 0; continueJump = true; break; case ERoleState.Falling: RoleState = ERoleState.Falling; AnimTexture.PlaySeq("Falling"); float hSpeed1 = Vector2.Dot(speedFromPhysics, RightVector); break; } }