Exemple #1
0
 /// <summary>
 /// Constructor of the <c>Armature</c> class.
 /// </summary>
 /// <param name="name">Name of the object.</param>
 /// <param name="textureName">Name of the texture that represents the object.</param>
 /// <param name="position">Position in the inventory.</param>
 /// <param name="isEquipped">true if the element is equipped, false otherwise.</param>
 /// <param name="defense">Amount of defense of the armature.</param>
 /// <param name="skill">Amount of skill of the armature.</param>
 /// <param name="type">Type of the armature.</param>
 public Armature(string name, string textureName, int position,
                 bool isEquipped, int defense, int skill, ArmatureType type) :
     base(name, textureName, position, isEquipped)
 {
     _skill   = skill;
     _defense = defense;
     _type    = type;
 }
Exemple #2
0
        /**
         * @private
         */
        protected override void _onClear()
        {
            foreach (var pair in bones)
            {
                pair.Value.ReturnToPool();
            }

            foreach (var pair in slots)
            {
                pair.Value.ReturnToPool();
            }

            foreach (var pair in skins)
            {
                pair.Value.ReturnToPool();
            }

            foreach (var pair in animations)
            {
                pair.Value.ReturnToPool();
            }

            foreach (var action in actions)
            {
                action.ReturnToPool();
            }

            if (userData != null)
            {
                userData.ReturnToPool();
            }

            frameRate      = 0;
            type           = ArmatureType.None;
            cacheFrameRate = 0;
            scale          = 1.0f;
            name           = null;
            aabb.Clear();
            bones.Clear();
            slots.Clear();
            skins.Clear();
            animations.Clear();
            actions.Clear();
            parent = null;

            _boneDirty = false;
            _slotDirty = false;
            _animationNames.Clear();
            _sortedBones.Clear();
            _sortedSlots.Clear();
            _bonesChildren.Clear();
            _defaultSkin      = null;
            _defaultAnimation = null;
        }
        protected override void _OnClear()
        {
            foreach (var action in this.defaultActions)
            {
                action.ReturnToPool();
            }

            foreach (var action in this.actions)
            {
                action.ReturnToPool();
            }

            foreach (var k in this.bones.Keys)
            {
                this.bones[k].ReturnToPool();
            }

            foreach (var k in this.slots.Keys)
            {
                this.slots[k].ReturnToPool();
            }

            foreach (var k in this.constraints.Keys)
            {
                this.constraints[k].ReturnToPool();
            }

            foreach (var k in this.skins.Keys)
            {
                this.skins[k].ReturnToPool();
            }

            foreach (var k in this.animations.Keys)
            {
                this.animations[k].ReturnToPool();
            }

            if (this.canvas != null)
            {
                this.canvas.ReturnToPool();
            }

            if (this.userData != null)
            {
                this.userData.ReturnToPool();
            }

            this.type           = ArmatureType.Armature;
            this.frameRate      = 0;
            this.cacheFrameRate = 0;
            this.scale          = 1.0f;
            this.name           = "";
            this.aabb.Clear();
            this.animationNames.Clear();
            this.sortedBones.Clear();
            this.sortedSlots.Clear();
            this.defaultActions.Clear();
            this.actions.Clear();
            this.bones.Clear();
            this.slots.Clear();
            this.constraints.Clear();
            this.skins.Clear();
            this.animations.Clear();
            this.defaultSkin      = null;
            this.defaultAnimation = null;
            this.canvas           = null;
            this.userData         = null;
            this.parent           = null; //
        }