Exemple #1
0
        public void ProcessCharacter(bool nextNode)
        {
            CharacterNode characterNode = m_currentNode as CharacterNode;
            Character     character     = characterNode.GetCharacter();
            Sprite        sprite        = characterNode.GetSprite();
            float         fadeTime      = characterNode.GetFadeTime();
            bool          waitForFinish = characterNode.GetWaitForFinish();

            if (characterNode.GetToggleSelection() == 0)
            {
                float xPosition = characterNode.GetXPosition();
                bool  isInvert  = characterNode.GetIsInverted();
                m_characterManager.EnterCharacter(character, sprite, xPosition, fadeTime, nextNode, waitForFinish, isInvert);
            }
            else
            {
                m_characterManager.ExitCharacter(character, sprite, fadeTime, nextNode, waitForFinish);
            }
        }
Exemple #2
0
            /// <summary>
            ///
            /// </summary>
            public void ProcessCharacter()
            {
                // get character enter/exit details such as fadeTime, default sprite etc.
                CharacterNode characterNode = m_currentNode as CharacterNode;
                Character     character     = characterNode.GetCharacter();
                Sprite        sprite        = characterNode.GetSprite();
                float         fadeTime      = characterNode.GetFadeTime();
                bool          waitForFinish = characterNode.GetWaitForFinish();

                // enter or exit?
                if (characterNode.GetToggleSelection() == 0) // enter
                {
                    // get xPosition and invert, then enter character
                    float xPosition = characterNode.GetXPosition();
                    bool  isInvert  = characterNode.GetIsInverted();
                    m_characterManager.EnterCharacter(character, sprite, xPosition, fadeTime, true, waitForFinish, isInvert);
                }
                else // exit
                {
                    m_characterManager.ExitCharacter(character, sprite, fadeTime, true, waitForFinish);
                }
            }