private void home_stat_btn_Click(object sender, EventArgs e) { StatMain statMain = new StatMain(); statMain.Show(); this.Close(); }
// Update is called once per frame void Update() { Walk(-StatMain.BoolToInt(Input.GetKey(KeyCode.LeftArrow)) + StatMain.BoolToInt(Input.GetKey(KeyCode.RightArrow)), StatMain.BoolToInt(Input.GetKey(KeyCode.UpArrow)) - StatMain.BoolToInt(Input.GetKey(KeyCode.DownArrow))); if (Input.GetKey(KeyCode.LeftControl)) { ZSpeed = 1.0f; } UpdateController(); }
// Update is called once per frame void Update() { if (clickObj.Pressed) { if (!locked) { StatMain.GetAnimation(transform).Play("shipdoor_anim_open"); } else { StatMain.GetAnimation(transform).Play("shipdoor_anim_locked"); } } }
/// <summary> /// Sets main stat to give value. /// If 'current' is true, takes current value of the stat, otherwise takes base value. /// </summary> public void SetStatMain(StatMain statType, bool current, UInt16 value) { _statsMain[(sbyte)statType, current ? 1 : 0] = value; }
/// <summary> /// Returns the value of the basic stat of the type requested. /// If 'current' is true, returns current value; otherwise returns base value. /// </summary> public UInt16 GetStatMain(StatMain statType, bool current) { return(_statsMain[(sbyte)statType, current ? 1 : 0]); }