private void drawCrouchingTransition(KeyboardState keyState, KeyboardState oldKeySate) { // this is the condition for a transition to be played. // // legsTransitions.animationCounter[legsTransitions.currentActiveSprite] = 0; // bodyTransitions.animationCounter[bodyTransitions.currentActiveSprite] = 0; currentLegTransition = LegTransitionIndex.Crouch; legsTransitions.setCurrentActiveSprite((int)LegTransitionIndex.Crouch); if (!keyState.IsKeyDown(Keys.Up)) { currentBodyTransition = BodyTransitionIndex.Crouch; // bodyTransitions.setCurrentActiveSprite((int)BodyTransitionIndex.Crouch); for (int counter = 0; counter < 3; counter++) { weaponTransitionArsenal[currentActiveWeapon].animationCounter[weaponTransitionArsenal[currentActiveWeapon].currentActiveSprite] = 0; weaponTransitionArsenal[currentActiveWeapon].setCurrentActiveSprite((int)BodyTransitionIndex.Crouch); } } setTransitionCheckStrings("crouchtransition"); }
private void drawJumpingTransition(string checkString) { if (checkString.Equals("jump")) { //legsTransitions.animationCounter[legsTransitions.currentActiveSprite] = 0; currentBodyTransition = BodyTransitionIndex.Jump; currentLegTransition = LegTransitionIndex.Jump; weaponTransitionArsenal[currentActiveWeapon].animationCounter[weaponTransitionArsenal[currentActiveWeapon].currentActiveSprite] = 0; weaponTransitionArsenal[currentActiveWeapon].setCurrentActiveSprite((int)BodyTransitionIndex.Jump); legsTransitions.animationCounter[legsTransitions.currentActiveSprite] = 0; legsTransitions.setCurrentActiveSprite((int)LegTransitionIndex.Jump); setTransitionCheckStrings(checkString); } else if (checkString.Equals("fall")) { //legsTransitions.animationCounter[legsTransitions.currentActiveSprite] = 0; currentBodyTransition = BodyTransitionIndex.Fall; currentLegTransition = LegTransitionIndex.Fall; weaponTransitionArsenal[currentActiveWeapon].animationCounter[weaponTransitionArsenal[currentActiveWeapon].currentActiveSprite] = 0; weaponTransitionArsenal[currentActiveWeapon].setCurrentActiveSprite((int)BodyTransitionIndex.Fall); legsTransitions.animationCounter[legsTransitions.currentActiveSprite] = 0; legsTransitions.setCurrentActiveSprite((int)LegTransitionIndex.Fall); setTransitionCheckStrings(checkString); } }
public static void setLegNull() { currentLegTransition = LegTransitionIndex.NULL; }