public void RemoveTileAnimation(TileAnimationKind kind, Point position, bool looping) { TileAnimation animation = new TileAnimation(); animation.Kind = kind; animation.Looping = looping; animation.Position = position; this.TileAnimations.Remove(animation.GetHashCode()); }
public bool HasTileAnimation(TileAnimationKind kind, Point position, bool looping) { TileAnimation animation = new TileAnimation(); animation.Kind = kind; animation.Looping = looping; animation.Position = position; return this.TileAnimations.ContainsKey(animation.GetHashCode()); }
public bool HasTileAnimation(TileAnimationKind kind, Point position, bool looping) { TileAnimation animation = new TileAnimation(); animation.Kind = kind; animation.Looping = looping; animation.Position = position; return(this.TileAnimations.ContainsKey(animation.GetHashCode())); }
public TileAnimation AddTileAnimation(TileAnimationKind kind, Point position, bool looping) { TileAnimation animation = new TileAnimation(); animation.Kind = kind; animation.Looping = looping; animation.Position = position; int hashCode = animation.GetHashCode(); if (!this.TileAnimations.ContainsKey(hashCode)) { animation.LinkedAnimation = this.Scenario.GameCommonData.AllTileAnimations.GetAnimation((int) kind); animation.Drawing = true; animation.currentFrameIndex = 0; animation.currentStayIndex = 0; this.TileAnimations.Add(hashCode, animation); return animation; } return null; }
public TileAnimation AddTileAnimation(TileAnimationKind kind, Point position, bool looping) { TileAnimation animation = new TileAnimation(); animation.Kind = kind; animation.Looping = looping; animation.Position = position; int hashCode = animation.GetHashCode(); if (!this.TileAnimations.ContainsKey(hashCode)) { animation.LinkedAnimation = this.Scenario.GameCommonData.AllTileAnimations.GetAnimation((int)kind); animation.Drawing = true; animation.currentFrameIndex = 0; animation.currentStayIndex = 0; this.TileAnimations.Add(hashCode, animation); return(animation); } return(null); }
public void SetStatus(TroopStatus ts) { this.status = ts; switch (ts) { case TroopStatus.一般: this.CurrentTileAnimationKind = TileAnimationKind.无; break; case TroopStatus.混乱: this.CurrentTileAnimationKind = TileAnimationKind.混乱; break; case TroopStatus.埋伏: this.CurrentTileAnimationKind = TileAnimationKind.埋伏; break; } }