/// <summary> /// Rotate the arrow or swords/shield if present. /// </summary> public void RotateObjects() { float deltaTime = (float)ServiceManager.Game.DeltaTime; if (this.arrowRenderId != -1) { if (Arrow == null) { Arrow = ServiceManager.Scene.Access3D(arrowRenderId); } Arrow.RotateZ(ROTATION_VELOCITY * deltaTime); if (arrowVerticalPosition >= 120) { this.bobstate = ArrowBobState.Down; } else if (arrowVerticalPosition <= 80) { this.bobstate = ArrowBobState.Up; } if (this.bobstate == ArrowBobState.Up) { Arrow.Translate(upVector); this.arrowVerticalPosition++; } else if (this.bobstate == ArrowBobState.Down) { Arrow.Translate(downVector); this.arrowVerticalPosition--; } } if (this.swordOrShieldRenderId != -1) { if (SwordOrShield == null) { SwordOrShield = ServiceManager.Scene.Access3D(swordOrShieldRenderId); } this.SwordOrShield.RotateZ(ROTATION_VELOCITY * deltaTime); } }
/// <summary> /// Rotate the arrow or swords/shield if present. /// </summary> public void RotateObjects() { float deltaTime = (float)ServiceManager.Game.DeltaTime; if (this.arrowRenderId != -1) { if (Arrow == null) Arrow = ServiceManager.Scene.Access3D(arrowRenderId); Arrow.RotateZ(ROTATION_VELOCITY * deltaTime); if (arrowVerticalPosition >= 120) { this.bobstate = ArrowBobState.Down; } else if (arrowVerticalPosition <= 80) { this.bobstate = ArrowBobState.Up; } if (this.bobstate == ArrowBobState.Up) { Arrow.Translate(upVector); this.arrowVerticalPosition++; } else if (this.bobstate == ArrowBobState.Down) { Arrow.Translate(downVector); this.arrowVerticalPosition--; } } if ( this.swordOrShieldRenderId != -1) { if (SwordOrShield == null) SwordOrShield = ServiceManager.Scene.Access3D(swordOrShieldRenderId); this.SwordOrShield.RotateZ(ROTATION_VELOCITY * deltaTime); } }