//动画播放完毕
    public void PlaneAnimationEnd()
    {
        switch (m_AnimationPlayState)
        {
        case AnimationPlayState.One:
        {
            //Debug.Log("一个角色 播放完毕");
            GameSelectMap();
            break;
        }

        case AnimationPlayState.Two:
        {
            //Debug.Log("两个角色中的一个播放完毕");
            m_AnimationPlayState = AnimationPlayState.OneEnd;
            break;
        }

        case AnimationPlayState.OneEnd:
        {
            //Debug.Log("两个角色的动画都播放完毕");
            GameSelectMap();
            break;
        }
        }
    }
 //初始化动画的播放状态的模式
 private void IniAnimationPlayState()
 {
     //Debug.Log("初始化动画的播放状态的模式");
     if (((RaceSceneControl)GameRoot.CurrentSceneControl).iParkourControllerScriptCS.playerXiongDa.IsEnterStart && ((RaceSceneControl)GameRoot.CurrentSceneControl).iParkourControllerScriptCS.playerXiong2.IsEnterStart)
     {
         m_AnimationPlayState = AnimationPlayState.Two;
         //Debug.Log("初始化动画的播放状态的模式:::两个玩家");
     }
     else if (((RaceSceneControl)GameRoot.CurrentSceneControl).iParkourControllerScriptCS.playerXiongDa.IsEnterStart || ((RaceSceneControl)GameRoot.CurrentSceneControl).iParkourControllerScriptCS.playerXiong2.IsEnterStart)
     {
         m_AnimationPlayState = AnimationPlayState.One;
         //Debug.Log("初始化动画的播放状态的模式:::一个玩家");
     }
 }
        public virtual void Initialize(Texture2D sourcetexture, Rectangle firstframe, SpriteDirection direction, int framecount, int FPS)
        {
#if DEBUG // If we're not in debug let the initialize try anyways. worst case scenario it throws an exception.
            if (direction == SpriteDirection.right)
            {
                valid = (sourcetexture != null && (firstframe.X + (firstframe.Width * framecount) <= sourcetexture.Width) && firstframe.Height <= sourcetexture.Height && FPS >= 1);
            }
            else
            {
                valid = (sourcetexture != null && (firstframe.Y + (firstframe.Height * framecount) <= sourcetexture.Height) && firstframe.Width <= sourcetexture.Height && FPS >= 1);
            }
            if (!valid)
            {
                throw new Exception("Woah tiger, something isn't right here. Sort your shit out.");
            }
#endif
            this.framecount    = framecount;
            this.sourcetexture = sourcetexture;
            this.state         = AnimationPlayState.play;
            this.framespace    = (1.0 / (double)FPS);

            this.currentframe = 0;
            this.frametime    = new TimeSpan(0, 0, 0, 0, 0);

            destrect = new Rectangle[framecount];
            for (int i = 0; i < framecount; ++i)
            {
                destrect[i]        = new Rectangle();
                destrect[i].Width  = firstframe.Width;
                destrect[i].Height = firstframe.Height;
                if (direction == SpriteDirection.right)
                {
                    destrect[i].X = (firstframe.X + (i * firstframe.Width));
                    destrect[i].Y = firstframe.Y;
                }
                else
                {
                    destrect[i].X = firstframe.X;
                    destrect[i].Y = (firstframe.Y + (framecount * firstframe.Height));
                }
            }
        }
 private void EnterStart()
 {
     if (UniGameOptionsDefine.chargeMode == UniInsertCoinsOptionsFile.GameChargeMode.Mode_Free || UniGameOptionsDefine.chargeMode == UniInsertCoinsOptionsFile.GameChargeMode.Mode_InsertCoins)
     {
         if (GameRoot.gameProcessControl.currentProcess.processType == ModalProcessType.Process_SelectPlayer)
         {
             if (!((RaceSceneControl)GameRoot.CurrentSceneControl).XiongDaIsEnterStart)
             {
                 // Debug.Log("选择用户:::开始游戏1");
                 if (ConsoleCenter.IsCanStartGame(IParkourPlayer_Xiong.PlayerIndex.Index_P1) &&
                     InputDevice.ButtonEnter((int)IParkourPlayer_Xiong.PlayerIndex.Index_P1))
                 {
                     // Debug.Log("选择用户:::已开始游戏1");
                     ConsoleCenter.PlayerStartGamePayCoins(IParkourPlayer_Xiong.PlayerIndex.Index_P1);
                     ((RaceSceneControl)GameRoot.CurrentSceneControl).XiongDaIsEnterStart = true;
                     InputDevice.SetEggNums(0, UniGameOptionsDefine.CoinsEggNums_1P);
                     m_AnimationPlayState = AnimationPlayState.Two;
                     ControlUI();
                     StandbyProcess.UpdateCoinsUI(IParkourPlayer_Xiong.PlayerIndex.Index_P1);
                 }
             }
             if (!((RaceSceneControl)GameRoot.CurrentSceneControl).Xiong2IsEnterStart)
             {
                 //Debug.Log("选择用户:::开始游戏2");
                 if (ConsoleCenter.IsCanStartGame(IParkourPlayer_Xiong.PlayerIndex.Index_P2) &&
                     InputDevice.ButtonEnter((int)IParkourPlayer_Xiong.PlayerIndex.Index_P2))
                 {
                     //Debug.Log("选择用户:::已开始游戏2");
                     ConsoleCenter.PlayerStartGamePayCoins(IParkourPlayer_Xiong.PlayerIndex.Index_P2);
                     ((RaceSceneControl)GameRoot.CurrentSceneControl).Xiong2IsEnterStart = true;
                     InputDevice.SetEggNums(1, UniGameOptionsDefine.CoinsEggNums_1P);
                     m_AnimationPlayState = AnimationPlayState.Two;
                     ControlUI();
                     StandbyProcess.UpdateCoinsUI(IParkourPlayer_Xiong.PlayerIndex.Index_P2);
                 }
             }
         }
     }
 }
Exemple #5
0
 private void btnStopAnim_Click(object sender, EventArgs e)
 {
     animationState = AnimationPlayState.Stop;
 }
 public void play()
 {
     state = AnimationPlayState.play;
 }
 public void pause()
 {
     state = AnimationPlayState.pause;
 }
 public void stop()
 {
     state        = AnimationPlayState.stop;
     frametime    = new TimeSpan(0, 0, 0, 0, 0);
     currentframe = 0;
 }
 public void stop()
 {
     state = AnimationPlayState.stop;
     frametime = new TimeSpan(0, 0, 0, 0, 0);
     currentframe = 0;
 }
 public void play()
 {
     state = AnimationPlayState.play;
 }
 public void pause()
 {
     state = AnimationPlayState.pause;
 }
        public virtual void Initialize(Texture2D sourcetexture, Rectangle firstframe, SpriteDirection direction, int framecount, int FPS)
        {
            #if DEBUG // If we're not in debug let the initialize try anyways. worst case scenario it throws an exception.
            if (direction == SpriteDirection.right)
                valid = (sourcetexture != null && (firstframe.X + (firstframe.Width * framecount) <= sourcetexture.Width) && firstframe.Height <= sourcetexture.Height && FPS >= 1);
            else
                valid = (sourcetexture != null && (firstframe.Y + (firstframe.Height * framecount) <= sourcetexture.Height) && firstframe.Width <= sourcetexture.Height && FPS >= 1);
            if (!valid)
                throw new Exception("Woah tiger, something isn't right here. Sort your shit out.");
            #endif
            this.framecount = framecount;
            this.sourcetexture = sourcetexture;
            this.state = AnimationPlayState.play;
            this.framespace = (1.0 / (double)FPS);

            this.currentframe = 0;
            this.frametime = new TimeSpan(0, 0, 0, 0, 0);

            destrect = new Rectangle[framecount];
            for (int i = 0; i < framecount; ++i)
            {
                destrect[i] = new Rectangle();
                destrect[i].Width = firstframe.Width;
                destrect[i].Height = firstframe.Height;
                if (direction == SpriteDirection.right)
                {
                    destrect[i].X = (firstframe.X + (i * firstframe.Width));
                    destrect[i].Y = firstframe.Y;
                }
                else
                {
                    destrect[i].X = firstframe.X;
                    destrect[i].Y = (firstframe.Y + (framecount * firstframe.Height));
                }
            }
        }