Esempio n. 1
0
    /// <summary>
    /// Creates a new action of the given type (Walk, Idle, etc.). </summary>
    public BasicAction(BasicActionType type)
    {
        this.type = type;

        // Create an animation sequence for the basic action
        AnimationSequence animationSequence = new AnimationSequence();

        // Add an animation to the animation sequence. By default, make this the same as the type of the basic action
        animationSequence.animations = new string[1] {
            type.ToString()
        };

        // Store the animation sequence inside this action's 'animationSequences' array
        base.animationSequences = new AnimationSequence[1] {
            new AnimationSequence()
        };
    }
Esempio n. 2
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        // Creates an Event with the same properties as the given event
        public Event(Event other)
        {
            type                 = other.type;
            actionToPerform      = other.actionToPerform;
            basicActionToPerform = other.basicActionToPerform;
            soundEffect          = other.soundEffect;

            cameraMovement = new CameraMovement(other.cameraMovement);
            slowMotion     = other.slowMotion;
            particleEvent  = other.particleEvent;
            forceEvent     = new Force(other.forceEvent, false);
            colorFlash     = other.colorFlash;
            ghostEffect    = other.ghostEffect;
            screenShake    = other.screenShake;
            tweenEvent     = other.tweenEvent;

            startTime = other.startTime;
            duration  = other.duration;
        }
Esempio n. 3
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File: Bervage.cs Progetto: icprog/PC
 public BasciAction(BasicActionType type)
 {
     _type = type;
     switch (_type)
     {
         case BasicActionType.Espresso:
             _obj = new Ingredient_Espresso_extern();
             break;
         case BasicActionType.Filter:
             _obj = new  Ingredient_Filter_Brew_extern();
             break;
         case BasicActionType.Instantpower:
             _obj = new Ingredient_InstantPowder_extern();
             break;
         case BasicActionType.FreshMilk:
             _obj = new Ingredient_Fresh_Milk_extern();
             break;
         default:
             break;
     }
 }            
Esempio n. 4
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        protected void sendActionMsg(BasicActionType actionType, uint srcID, List <uint> dstID = null, List <uint> cardIDs = null, uint?actionID = null, List <uint> args = null)
        {
            Action proto = new Action()
            {
                action_type = (uint)actionType, src_id = srcID
            };

            if (dstID != null && dstID.Count > 0)
            {
                foreach (var v in dstID)
                {
                    proto.dst_ids.Add(v);
                }
            }

            if (cardIDs != null && cardIDs.Count > 0)
            {
                foreach (var v in cardIDs)
                {
                    proto.card_ids.Add(v);
                }
            }

            if (actionID.HasValue)
            {
                proto.action_id = actionID.Value;
                if (args != null && args.Count > 0)
                {
                    foreach (var v in args)
                    {
                        proto.args.Add(v);
                    }
                }
            }

            GameManager.TCPInstance.Send(new Protobuf()
            {
                Proto = proto, ProtoID = ProtoNameIds.ACTION
            });
        }
Esempio n. 5
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 /// <summary>
 /// Returns the Action instance corresponding to the given action type. Allows external classes
 /// to easily access the Action instances for each basic action
 /// </summary>
 public Action GetBasicAction(BasicActionType basicAction)
 {
     // Return the action instance corresponding to the given basic action. The dictionary
     // maps enumeration constants to action instances.
     return(basicActionsDictionary[basicAction]);
 }
Esempio n. 6
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 /// <summary>
 /// Makes this character perform the given basic action.
 /// </summary>
 public void PerformAction(BasicActionType basicAction)
 {
     // Retrieve the character's basic action from his 'actionSet' and perform the move
     PerformAction(actionSet.basicActions.GetBasicAction(basicAction));
 }