public void InitFromXml(string szXmlName, string szXmlFileName, string szXmlLoop) { string szWeapon = szXmlName.Substring(0, 3).ToLower(); this.nWeaponType = WeaponType.WT_NONE; for (WeaponType weapon_type = WeaponType.WT_1H_SLASH; weapon_type <= WeaponType.WT_GUNPOWDER; weapon_type++) { if (szWeapon == ConvertString.GetWeaponTypeStr(weapon_type)) { this.nWeaponType = weapon_type; break; } } this.szName = szXmlName; this.szFileName = szXmlFileName; if (szXmlLoop.ToLower() == "loop") { this.nLoopType = AnimationLoopType.ALT_LOOP; } else { this.nLoopType = AnimationLoopType.ALT_LASTFRAME; } }
public StoryboardAnimation(string path, Anchor origin, Vector2 initialPosition, int frameCount, double frameDelay, AnimationLoopType loopType) : base(path, origin, initialPosition) { FrameCount = frameCount; FrameDelay = frameDelay; LoopType = loopType; }
public ModelAnimation() { nWeaponType = WeaponType.WT_NONE; szName = ""; szFileName = ""; nLoopType = AnimationLoopType.ALT_LOOP; }
static public string GetAnimationLoopTypeStr(AnimationLoopType nLoopType) { switch (nLoopType) { case AnimationLoopType.ALT_LOOP: return("loop"); case AnimationLoopType.ALT_LASTFRAME: return("lastframe"); } return(""); }
public void Set(WeaponType nWeaponType, string szName, string szFileName, AnimationLoopType nLoopType) { this.nWeaponType = nWeaponType; this.szFileName = szFileName; this.nLoopType = nLoopType; string header = ""; if (nWeaponType != WeaponType.WT_NONE) { header = ConvertString.GetWeaponTypeStr(nWeaponType) + "_"; } this.szName = header + szName; }
public bool InsertAnimation(WeaponType nWeaponType, string szName, string szFileName, AnimationLoopType nLoopType) { ModelAnimation ani = FindAnimation(nWeaponType, szName); if (ani != null) { return(false); } ani = new ModelAnimation(); ani.Set(nWeaponType, szName, szFileName, nLoopType); m_Animations.Add(ani); if (nWeaponType != WeaponType.WT_NONE) { SetupWeaponAniNames(); } m_bEdited = true; return(true); }
public bool EditAnimation(WeaponType nWeaponType, string szOldName, string szName, string szFileName, AnimationLoopType nLoopType) { ModelAnimation ani = FindAnimation(nWeaponType, szOldName); if (ani == null) { return(false); } if ((szOldName == szName) && (szFileName == ani.szFileName) && (nLoopType == ani.nLoopType)) { return(false); } ani.Set(nWeaponType, szName, szFileName, nLoopType); m_bEdited = true; return(true); }