public int CalculateOffsetY(INPC npc)
        {
            var multiplier = npc.IsFacing(EODirection.Left, EODirection.Up) ? -1 : 1;
            var walkAdjust = npc.IsActing(NPCActionState.Walking) ? WalkHeightFactor * npc.GetWalkFrame() : 0;

            //walkAdjust * multiplier is the old ViewAdjustY
            return(npc.X * HeightFactor + npc.Y * HeightFactor + walkAdjust * multiplier);
        }
        public int CalculateOffsetX(INPC npc)
        {
            var multiplier = npc.IsFacing(EODirection.Left, EODirection.Down) ? -1 : 1;
            var walkAdjust = npc.IsActing(NPCActionState.Walking) ? WalkWidthFactor * npc.GetWalkFrame() : 0;

            //walkAdjust * multiplier is the old ViewAdjustX
            return(npc.X * WidthFactor - npc.Y * WidthFactor + walkAdjust * multiplier);
        }
Esempio n. 3
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 public static int GetAttackFrame(this INPC npc)
 {
     if (!npc.IsActing(NPCActionState.Attacking))
     {
         return(0);
     }
     return(npc.Frame - NPCFrame.Attack1 + 1);
 }
Esempio n. 4
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 private static bool NPCAtCoordinates(INPC npc, int x, int y)
 {
     return(npc.IsActing(NPCActionState.Walking)
         ? npc.GetDestinationX() == x && npc.GetDestinationY() == y
         : npc.X == x && npc.Y == y);
 }
Esempio n. 5
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 private static Optional <DateTime> GetUpdatedActionStartTime(DateTime now, INPC nextFrameNPC)
 {
     return(nextFrameNPC.IsActing(NPCActionState.Standing)
         ? Optional <DateTime> .Empty
         : new Optional <DateTime>(now));
 }