public FootFire( IAudioEngine so, SceneBattle p, int pX, int pY, Panel.COLOR u, int po, FootFire.MOTION m) : base(so, p, pX, pY, u, po, ChipBase.ELEMENT.heat) { if (this.parent.panel[this.position.X, this.position.Y].state == Panel.PANEL._break) { return; } this.canCounter = false; this.time = 1; this.speed = 2; this.invincibility = false; this.animationpoint.X = 0; this.hitrange = new Point(0, 0); this.hitting = false; this.rebirth = this.union == Panel.COLOR.blue; this.positionre = this.position; this.positionDirect = new Vector2(this.position.X * 40 + 20, this.position.Y * 24 + 82); this.sound.PlaySE(SoundEffect.heat); this.motion = m; this.frame = 0; this.badstatus[1] = true; this.badstatustime[1] = 180; }
public override void Updata() { if (this.over) { return; } if (this.moveflame) { switch (this.motion) { case FootFire.MOTION.init: this.animationpoint.X = this.frame; if (this.frame >= 3) { this.hitting = true; this.motion = FootFire.MOTION.set; break; } break; case FootFire.MOTION.set: this.animationpoint.X = 3; if (this.frame >= this.time) { this.hitting = false; this.frame = 0; this.motion = FootFire.MOTION.end; break; } break; case FootFire.MOTION.end: this.animationpoint.X = 4 - this.frame; if (this.frame >= 3) { this.flag = false; break; } break; } } this.FlameControl(); }