public override void Update(BaseScene scene, FrameTick elapsedTime)
        {
            base.Update(scene, elapsedTime);

            if (Finished && ResultAnim.AnimIndex != "")
            {
                int             totalTime = ResultAnim.FrameTime * ResultAnim.GetTotalFrames(GraphicsManager.GetAttackSheet(ResultAnim.AnimIndex).TotalFrames);
                WrappedRainAnim anim      = new WrappedRainAnim(ResultAnim, totalTime);
                anim.SetupEmitted(MapLoc, 0, Dir8.None);
                scene.Anims[(int)Layer].Add(anim);
            }
        }
Esempio n. 2
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 public void SetUp()
 {
     TotalTime = Cycles > 0 ? Anim.FrameTime * Anim.GetTotalFrames(GraphicsManager.GetAttackSheet(Anim.AnimIndex).TotalFrames) * Math.Max(1, Cycles) : TotalTime;
 }
Esempio n. 3
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        public override void Update(BaseScene scene, FrameTick elapsedTime)
        {
            CurrentBurstTime += elapsedTime;
            while (CurrentBurstTime >= Math.Max(1, BurstTime))
            {
                CurrentBurstTime -= Math.Max(1, BurstTime);
                for (int ii = 0; ii < ParticlesPerBurst; ii++)
                {
                    if (Anims.Count > 0)
                    {
                        List <int> openDirs  = getOpenDirs();
                        int        openIndex = openDirs[MathUtils.Rand.Next(openDirs.Count)];
                        Coverages[openIndex] = true;

                        double angle = (openIndex + MathUtils.Rand.NextDouble()) * Math.PI / 4;

                        int dist       = StartDistance + MathUtils.Rand.Next(StartVariance + 1);
                        Loc startDelta = new Loc((int)Math.Round(Math.Cos(angle) * dist), (int)Math.Round(Math.Sin(angle) * dist));

                        double endAngle = MathUtils.Rand.NextDouble() * Math.PI * 2;
                        int    endDist  = MathUtils.Rand.Next(EndDistance + 1);
                        Loc    endDelta = new Loc((int)Math.Round(Math.Cos(endAngle) * endDist), (int)Math.Round(Math.Sin(endAngle) * endDist));

                        Loc particleSpeed = ((UseDest ? Destination : Origin) + endDelta - (Origin + startDelta)) * GraphicsManager.MAX_FPS / TravelTime;

                        Loc startLoc = Origin + startDelta;
                        {
                            AnimData animData   = Anims[MathUtils.Rand.Next(Anims.Count)];
                            AnimData scaledAnim = new AnimData(animData);
                            DirSheet fxSheet    = GraphicsManager.GetAttackSheet(animData.AnimIndex);
                            scaledAnim.FrameTime = (int)Math.Ceiling((float)TravelTime / scaledAnim.GetTotalFrames(fxSheet.TotalFrames) / Math.Max(1, Cycles));
                            ParticleAnim anim = new ParticleAnim(scaledAnim, 0, TravelTime);
                            anim.SetupEmitted(startLoc, particleSpeed, Loc.Zero, 0, 0, 0, particleSpeed.ApproximateDir8());
                            scene.Anims[(int)Layer].Add(anim);
                        }
                    }
                }
                CurrentBursts++;

                if (CurrentBursts >= Math.Max(1, Bursts))
                {
                    break;
                }
            }
        }
Esempio n. 4
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 public Emote(AnimData anim, int height, int cycles)
 {
     Anim      = anim;
     locHeight = height;
     TotalTime = anim.FrameTime * anim.GetTotalFrames(GraphicsManager.GetAttackSheet(anim.AnimIndex).TotalFrames) * cycles;
 }