Example #1
0
        public float GetDeathTiming()
        {
            var motionId = RoAnimationHelper.GetMotionIdForSprite(Type, SpriteMotion.Dead);
            var time     = SpriteData.Actions[motionId].Delay;
            var frames   = SpriteData.Actions[motionId].Frames.Length;

            return((time * frames) / 1000f);
        }
Example #2
0
        public void ChangeMotion(SpriteMotion nextMotion, bool forceUpdate = false)
        {
            //Debug.Log($"{name} state {State} change motion from {CurrentMotion} to {nextMotion}");

            if (CurrentMotion == nextMotion && !forceUpdate)
            {
                return;
            }

            CurrentMotion = nextMotion;
            currentFrame  = 0;

            if (!isInitialized)
            {
                return;
            }

            var action = RoAnimationHelper.GetMotionIdForSprite(Type, nextMotion);

            if (action < 0 || action > SpriteData.Actions.Length)
            {
                action = 0;
            }
            ChangeAction(action);
            isPaused = false;
            isDirty  = true;

            if (Type == SpriteType.Player)
            {
                if (CurrentMotion == SpriteMotion.Idle || CurrentMotion == SpriteMotion.Sit)
                {
                    currentFrame = (int)HeadFacing;
                    UpdateSpriteFrame();
                    isPaused = true;
                }
                else
                {
                    HeadFacing = HeadFacing.Center;
                }
            }

            if (Shadow != null)
            {
                if (CurrentMotion == SpriteMotion.Sit || CurrentMotion == SpriteMotion.Dead)
                {
                    Shadow.SetActive(false);
                }
                else
                {
                    Shadow.SetActive(true);
                }
            }
        }
        public static void BuildSpriteAttackTiming()
        {
            var guids = AssetDatabase.FindAssets("t:RoSpriteData", new[] { "Assets/Sprites" });

            var output = new List <string>();

            for (var i = 0; i < guids.Length; i++)
            {
                var path  = AssetDatabase.GUIDToAssetPath(guids[i]);
                var asset = AssetDatabase.LoadAssetAtPath <RoSpriteData>(path);
                if (asset.Type != SpriteType.Monster && asset.Type != SpriteType.Monster2 && asset.Type != SpriteType.Pet)
                {
                    continue;
                }

                var actionId = RoAnimationHelper.GetMotionIdForSprite(asset.Type, SpriteMotion.Attack1);
                if (actionId == -1)
                {
                    actionId = RoAnimationHelper.GetMotionIdForSprite(asset.Type, SpriteMotion.Attack2);
                }
                if (actionId == -1)
                {
                    continue;
                }

                var frames = asset.Actions[actionId].Frames;
                var found  = false;
                for (var j = 0; j < frames.Length; j++)
                {
                    if (frames[j].IsAttackFrame)
                    {
                        var time = j * asset.Actions[actionId].Delay;
                        output.Add($"{asset.Name}:{time}");
                        found = true;
                        break;
                    }
                }

                if (found)
                {
                    continue;
                }
            }

            File.WriteAllLines(@"Assets/Sprites/AttackTiming.txt", output);
        }
Example #4
0
        public void AdvanceFrame()
        {
            if (!isPaused)
            {
                currentFrame++;
            }
            if (currentFrame > maxFrame)
            {
                var nextMotion = RoAnimationHelper.GetMotionForState(State);
                if (nextMotion != CurrentMotion)
                {
                    ChangeMotion(nextMotion);
                }
                else
                {
                    if (State != SpriteState.Dead)
                    {
                        currentFrame = 0;
                    }
                    else
                    {
                        currentFrame = maxFrame;
                        isPaused     = true;
                    }
                }
            }

            if (currentFrameTime < 0)
            {
                currentFrameTime += (float)currentAction.Delay / 1000f * AnimSpeed;
            }

            if (!isPaused)
            {
                isDirty = true;
            }
        }