Esempio n. 1
0
 public Entity(Entity other)
     : base(other)
 {
     engine            = other.engine;
     type              = other.type;
     visual            = EntityVisual.Empty;
     animationSetNames = new Dictionary <string, string>(other.animationSetNames);
     layerOrder        = new Dictionary <int, IList <string> >(other.layerOrder);
     visible           = other.visible;
     direction         = other.direction;
     speed             = other.speed;
     meleeRange        = other.meleeRange;
     movementType      = other.movementType;
     flying            = other.flying;
     intangible        = other.intangible;
     animationName     = other.animationName;
     allowedToMove     = other.allowedToMove;
     facing            = other.facing;
     moveWithPath      = other.moveWithPath;
     categories        = new List <string>(other.categories);
     rarity            = other.rarity;
     level             = other.level;
     wander            = other.wander;
     wayPointPause     = other.wayPointPause;
     turnDelay         = other.turnDelay;
     wayPoints         = new List <FPoint>(other.wayPoints);
     wanderArea        = other.wanderArea;
     path              = new List <FPoint>();
 }
Esempio n. 2
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 public void CreateVisual()
 {
     if (animationSetNames.Count > 1)
     {
         var animationSets = new Dictionary <string, AnimationSet>();
         foreach (var asn in animationSetNames)
         {
             var animSet = engine.LoadAnimationSet(asn.Value);
             if (animSet != null)
             {
                 animationSets[asn.Key] = animSet;
             }
         }
         CreateVisual(animationSets);
     }
     else if (animationSetNames.Count == 1)
     {
         animationName = animationSetNames.Values.First();
         var animationSet = engine.LoadAnimationSet(animationName);
         CreateVisual(animationSet);
     }
     else if (!string.IsNullOrEmpty(animationName))
     {
         var animationSet = engine.LoadAnimationSet(animationName);
         CreateVisual(animationSet);
     }
     else
     {
         visual = EntityVisual.Empty;
     }
 }
Esempio n. 3
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 public Entity(Engine engine, string name)
     : base(name)
 {
     this.engine       = engine;
     visual            = EntityVisual.Empty;
     animationSetNames = new Dictionary <string, string>();
     layerOrder        = new Dictionary <int, IList <string> >();
     visible           = true;
     dead          = false;
     direction     = 0;
     speed         = 0.1f;
     meleeRange    = 1.0f;
     mapDestX      = -1;
     mapDestY      = -1;
     movementType  = MovementType.Normal;
     flying        = false;
     intangible    = false;
     allowedToMove = true;
     moveWithPath  = true;
     facing        = true;
     categories    = new List <string>();
     rarity        = "common";
     level         = 1;
     wayPoints     = new List <FPoint>();
     path          = new List <FPoint>();
     wayPointPause = engine.MaxFramesPerSecond;
     turnDelay     = engine.MaxFramesPerSecond;
 }
Esempio n. 4
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 public void CreateVisual(IDictionary <string, AnimationSet> animationSets)
 {
     visual = new MultiPartEntityVisual(animationSets, layerOrder);
 }
Esempio n. 5
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 public void CreateVisual(AnimationSet animationSet)
 {
     visual = new EntityVisual(animationSet);
 }