Esempio n. 1
0
        public override void onAddedToScene()
        {
            Initialise("baked-sword", 96);
            AddAnimation(new Animation(SubTextures.Skip(1).ToList(), AnimateMeleeSystem.Animations.Swing));
            AddAnimation(new Animation(SubTextures[0], AnimateMeleeSystem.Animations.Idle));

            addComponent(new Weapon());
            addComponent(new MeleeInput());
            addComponent(new TransformLock());

            var collider      = addComponent(new SpriteCollider <AnimateMeleeSystem.Animations>());
            var swordCollider = new PolygonCollider(new[]
            {
                new Vector2(-32f, 2f),
                new Vector2(-23f, 22f),
                new Vector2(-9f, 31f),
                new Vector2(8f, 30f),
                new Vector2(23f, 21f),
                new Vector2(17f, 3f),
                new Vector2(-14f, 10f)
            });

            Flags.setFlagExclusive(ref swordCollider.collidesWithLayers, PhysicsLayers.ENEMY);
            Flags.setFlagExclusive(ref swordCollider.physicsLayer, PhysicsLayers.PLAYER_WEAPON);
            swordCollider.isTrigger = true;
            collider.AddAction(AnimateMeleeSystem.Animations.Swing, 0, swordCollider);
        }
Esempio n. 2
0
        public override void onAddedToScene()
        {
            Initialise("hammer", 192);

            var swing = SubTextures.Skip(1).ToList();

            swing.Add(SubTextures[3]);
            swing.Add(SubTextures[2]);
            swing.Add(SubTextures[1]);

            AddAnimation(new Animation(SubTextures.GetRange(1, 6), AnimateHammerSystem.Animations.WarmUp));

            var reversed = SubTextures.GetRange(1, 4);

            reversed.Reverse();
            AddAnimation(new Animation(reversed, AnimateHammerSystem.Animations.CoolDown));

            AddAnimation(new Animation(SubTextures.GetRange(7, 6), AnimateHammerSystem.Animations.Swing));

            AddAnimation(new Animation(SubTextures[0], AnimateHammerSystem.Animations.Idle));

            addComponent(new PlayerControlled());
            addComponent(new Weapon());
            addComponent(new MeleeInput());
            addComponent(new TransformLock());

            var collider = addComponent(new SpriteCollider <AnimateHammerSystem.Animations>());

            var hammer1 = new PolygonCollider(new[]
            {
                new Vector2(-35f, 8f),
                new Vector2(-36f, -19f),
                new Vector2(-16f, -36f),
                new Vector2(11f, -36f),
                new Vector2(21f, -26f),
                new Vector2(21f, -16f),
                new Vector2(-1f, -26f),
                new Vector2(-20f, -8f),
                new Vector2(-22f, 10f)
            })
            {
                isTrigger = true
            };

            var hammer2 = new PolygonCollider(new[]
            {
                new Vector2(22f, 6f),
                new Vector2(31f, 15f),
                new Vector2(7f, 34f),
                new Vector2(-16f, 32f),
                new Vector2(-29f, 9f),
                new Vector2(-23f, -19f),
                new Vector2(-18f, -16f),
                new Vector2(-20f, 12f),
                new Vector2(1f, 20f)
            })
            {
                isTrigger = true
            };

            Flags.setFlagExclusive(ref hammer1.collidesWithLayers, PhysicsLayers.ENEMY);
            Flags.setFlagExclusive(ref hammer1.physicsLayer, PhysicsLayers.PLAYER_WEAPON);
            Flags.setFlagExclusive(ref hammer2.collidesWithLayers, PhysicsLayers.ENEMY);
            Flags.setFlagExclusive(ref hammer2.physicsLayer, PhysicsLayers.PLAYER_WEAPON);

            collider.AddAction(AnimateHammerSystem.Animations.Swing, 2, hammer1);
            collider.AddAction(AnimateHammerSystem.Animations.Swing, 3, hammer2);
        }