Example #1
0
        public override void DrawAnimation(Spine.SkeletonMeshRenderer skeletonRenderer)
        {
            bool spyAnimationIsPlaying = currentAnimation == specialAnimations[Character.Special.Spy];

            if (currentAnimation.IsPlayingAnimation && spyAnimationIsPlaying)
            {
                currentAnimation.Draw(skeletonRenderer);
            }

            if (show || myAttackTurn)
            {
                character.DrawAnimation(skeletonRenderer);
            }

            if (show || !myAttackTurn)
            {
                enemyCharacter.DrawAnimation(skeletonRenderer);
            }

            if (hitEffect.Time < END_TIME_HIT_ANIMATION)
            {
                hitEffect.Draw(skeletonRenderer);
            }

            if (currentAnimation.IsPlayingAnimation && !spyAnimationIsPlaying)
            {
                currentAnimation.Draw(skeletonRenderer);
            }
        }
Example #2
0
        public override void DrawAnimation(Spine.SkeletonMeshRenderer skeletonRenderer)
        {
            StateManager.GetState(1).DrawAnimation(skeletonRenderer);

            if (selected >= 0)
            {
                if (moveArrows != null)
                {
                    for (int i = 0; i < moveArrows.Count; i++)
                    {
                        moveArrows[i].Draw(skeletonRenderer);
                    }
                }
                if (attackIcons != null && Armies.army[selected].waypoints.Count == 0)
                {
                    for (int i = 0; i < attackIcons.Count; i++)
                    {
                        attackIcons[i].Draw(skeletonRenderer);
                    }
                }
            }

            statsUI.DrawAnimation(skeletonRenderer);
        }
Example #3
0
 public override void DrawAnimation(Spine.SkeletonMeshRenderer skeletonRenderer)
 {
     searchMatchAnimation.Draw(skeletonRenderer);
 }
Example #4
0
 public override void DrawAnimation(Spine.SkeletonMeshRenderer skeletonRenderer)
 {
     //shineForeground.Draw(skeletonRenderer);
 }