Esempio n. 1
0
    /* ********************************************************* */
    //! Set sequence

    /*!
     * @param	index
     *      Sequence index
     * @retval	Return-Value
     *      true == Success<br>
     *      false == Failure (Error)
     *
     * Set sequence in Sequence-Pack.<br>
     * <br>
     * Sequence cannot be changed during playing. (This function returns false.)<br>
     * <br>
     * Can only call when sequence pack is specified using "PackSet".<br>
     */
    public bool SequenceSet(int index)
    {
        if ((null == DataProject) || (null == DataSequencePack))
        {
            return(false);
        }
        if (true == StatusIsPlaying)
        {               /* Now playing */
            return(false);
        }
        if (null == DataSequencePack.TableSequence)
        {
            return(false);
        }

        int countSequence = CountGetSequence();

        if ((0 > index) || (0 > countSequence) || (countSequence <= index))
        {
            return(false);
        }

        TypeLoop = DataSequencePack.TableSequence[index].Type;
        DataStep = DataSequencePack.TableSequence[index].TableStep;

        return(true);
    }
Esempio n. 2
0
    /* ********************************************************* */
    //! Set sequence (Data generated)

    /*!
     * @param	typeLoop
     *      How to loop when "dataStep" is finished playing to the end.
     * @param	dataStep
     *      Sequence step data
     * @retval	Return-Value
     *      true == Success<br>
     *      false == Failure (Error)
     *
     * Set sequence data you generated.<br>
     * <br>
     * Sequence cannot be changed during playing. (This function returns false.)<br>
     * <br>
     * Can only call when sequence pack is specified using "PackSetNoUse".<br>
     */
    public bool SequenceSet(Library_SpriteStudio6.Data.Sequence.Type typeLoop, Library_SpriteStudio6.Data.Sequence.Data.Step[] dataStep)
    {
        if (null == DataProject)
        {
            return(false);
        }
        if (null != DataSequencePack)
        {
            return(false);
        }
        if (true == StatusIsPlaying)
        {               /* Now playing */
            return(false);
        }

        TypeLoop = typeLoop;
        DataStep = dataStep;

        return(true);
    }