public override void DoAfterAction() { if (Status == PropertyStatus.Enabled) { float rotate = RotatingPerSec / Scene.SceneRoundPerSec; if (Weaken) { rotate *= 1 - DurationTime.GetRatio(); } Owner.DrawObject.Rotate(rotate, IgnoreResistance); } base.DoAfterAction(); }
public override void DoBeforeDraw(Graphics g) { int power = Power; if (Weaken) { Power = (int)(Power * DurationTime.GetRatio()); } _OffsetX = Global.Rand.Next(-Power, Power); _OffsetY = Global.Rand.Next(-Power, Power); Owner.Layout.X += _OffsetX; Owner.Layout.Y += _OffsetY; base.DoBeforeDraw(g); }