/// <summary> /// Paint a representation of the simple filler (usually in designer). /// </summary> /// <param name="e">A <c>PaintValueEventArgs</c> that indicates what to paint and where to paint it.</param> public override void PaintValue(PaintValueEventArgs e) { //e.Graphics.FillRectangle(new SolidBrush(Color.Blue), e.Bounds /*r*/); ////if (e.Value is Filler) ////{ //// Brush br = ((Filler)e.Value).GetUITypeEditorBrush(e.Bounds); //// if (br != null) //// { //// e.Graphics.FillRectangle(br, e.Bounds /*r*/); //// } ////} e.Graphics.TextRenderingHint = System.Drawing.Text.TextRenderingHint.AntiAlias; if (e.Value is PeaceInput) { animationMode animationMode = ((PeaceInput)e.Value).AnimationMode; switch (animationMode) { case animationMode.OneD: e.Graphics.DrawString("☺", new Font("Microsoft Sans Serif", 12), new SolidBrush(Color.Cyan), new Point(3, 1)); break; case animationMode.TwoD: e.Graphics.DrawString("❁", new Font("Microsoft Sans Serif", 12), new SolidBrush(Color.Cyan), new Point(0, 1)); break; case animationMode.ThreeD: e.Graphics.DrawString("⚜", new Font("Microsoft Sans Serif", 12), new SolidBrush(Color.Cyan), new Point(0, 0)); break; case animationMode.Default: e.Graphics.DrawString("?", new Font("Microsoft Sans Serif", 12), new SolidBrush(Color.Cyan), new Point(3, 0)); break; } } }
void Update() { if (Ember == null) { foreach (Transform child in transform) { if (child.name == "Ember") { Ember = child.gameObject; break; } } } if (anim == null) { anim = Ember.GetComponent <SpriterDotNetBehaviour>().Animator; //This event is fired whenever an animation ends. anim.AnimationFinished += animationTransitions; } if (Input.anyKeyDown) { //Advance the animation. if (anim.CurrentAnimation.Name == "Statue") { anim.Play("Statue to Idle"); } else if (anim.CurrentAnimation.Name == "Idle") { switch (mode) { case animationMode.move: anim.Play("Idle to Walk"); mode = animationMode.straightJump; break; case animationMode.straightJump: anim.Play("Begin Straight Jump"); mode = animationMode.rollingJump; break; case animationMode.rollingJump: anim.Play("Begin Rolling Jump"); mode = animationMode.lookUp; break; case animationMode.lookUp: if (!slash) { anim.Play("Grounded Forward Slash"); slash = true; } else { slash = false; anim.Play("Idle to Lookup"); mode = animationMode.lookDown; } break; case animationMode.lookDown: anim.Play("Idle to Crouch"); mode = animationMode.move; break; } } else if (anim.CurrentAnimation.Name == "Walk") { anim.Play("Run"); } else if (anim.CurrentAnimation.Name == "Run") { anim.Play("Idle"); } else if (anim.CurrentAnimation.Name == "Straight Jump Rising") { if (!slash) { anim.Play("Airborn Upward Slash"); slash = true; } else { anim.Play("Straight Jump Crest"); slash = false; } } else if (anim.CurrentAnimation.Name == "Straight Jump Falling" || anim.CurrentAnimation.Name == "Rolling Jump") { if (!slash) { if (anim.CurrentAnimation.Name == "Straight Jump Falling") { anim.Play("Airborn Forward Slash"); } else { anim.Play("Airborn Downward Slash"); } slash = true; } else { anim.Play("Straight Jump Landing"); slash = false; } } else if (anim.CurrentAnimation.Name == "Crouch") { anim.Play("Crouch to Idle"); } else if (anim.CurrentAnimation.Name == "Lookup") { if (!slash) { anim.Play("Grounded Upward Slash"); slash = true; } else { anim.Play("Lookup to Idle"); slash = false; } } } }