コード例 #1
0
    protected void setCurAnim(int direction, int action)
    {
        mDirection = direction;
        mAction    = action;
        mCurDirectionEdit.setText("" + mDirection);
        mCurActionEdit.setText(mActionList[mAction]);
        HumanAtlas  curClothAtlas  = mClothResourceList[mHumanIndex];
        WeaponAtlas curWeaponAtlas = mWeaponResourceList[mWeaponIndex];
        HumanAnim   curClothAnim   = curClothAtlas.mAnimSetList[mDirection][mActionList[mAction]];
        WeaponAnim  curWeaponAnim  = curWeaponAtlas.mAnimSetList[mDirection][mActionList[mAction]];
        float       playSpeed      = stringToFloat(mPlaySpeed.getText());

        mHumanSpriteInstance.play(curClothAnim.mTextureSet, mPlayLoop.getChecked(), playSpeed);
        mHumanSpriteInstance.setClothTexturePosList(findClothPosList(curClothAnim));
        mHumanSpriteInstance.setWeaponTexturePosList(findWeaponPosList(curWeaponAnim));
        mHumanName.setText(curClothAtlas.mAtlasName + "/" + curClothAnim.mTextureSet);
        checkPause();
    }
コード例 #2
0
    protected void onRefreshClick(GameObject obj)
    {
        // 从数据库中查找
        mClothResourceList.Clear();
        mWeaponResourceList.Clear();
        List <ClothData> clothDataList;

        mSQLiteCloth.queryAll(out clothDataList);
        int clothCount = clothDataList.Count;

        for (int i = 0; i < clothCount; ++i)
        {
            HumanAtlas clothAtlas = new HumanAtlas();
            clothAtlas.mAtlasName   = clothDataList[i].mResource;
            clothAtlas.mAnimSetList = new Dictionary <int, Dictionary <string, HumanAnim> >();
            var animList = clothAtlas.mAnimSetList;
            List <ClothFrameData> frameDataList;
            mSQLiteClothFrame.query(clothDataList[i].mID, out frameDataList);
            int frameDataCount = frameDataList.Count;
            for (int j = 0; j < frameDataCount; ++j)
            {
                HumanAnim anim = new HumanAnim();
                anim.mID         = frameDataList[j].mID;
                anim.mAction     = frameDataList[j].mAction;
                anim.mDirection  = frameDataList[j].mDirection;
                anim.mTextureSet = frameDataList[j].mAction + "_dir" + frameDataList[j].mDirection;
                if (!animList.ContainsKey(anim.mDirection))
                {
                    animList.Add(anim.mDirection, new Dictionary <string, HumanAnim>());
                }
                if (!animList[anim.mDirection].ContainsKey(anim.mAction))
                {
                    animList[anim.mDirection].Add(anim.mAction, anim);
                }
            }
            mClothResourceList.Add(clothAtlas);
        }
        List <WeaponData> weaponDataList;

        mSQLiteWeapon.queryAll(out weaponDataList);
        int weaponCount = weaponDataList.Count;

        for (int i = 0; i < weaponCount; ++i)
        {
            WeaponAtlas weaponAtlas = new WeaponAtlas();
            weaponAtlas.mAtlasName   = weaponDataList[i].mResource;
            weaponAtlas.mAnimSetList = new Dictionary <int, Dictionary <string, WeaponAnim> >();
            var animList = weaponAtlas.mAnimSetList;
            List <WeaponFrameData> frameDataList;
            mSQLiteWeaponFrame.query(weaponDataList[i].mID, out frameDataList);
            int frameDataCount = frameDataList.Count;
            for (int j = 0; j < frameDataCount; ++j)
            {
                WeaponAnim anim = new WeaponAnim();
                anim.mID         = frameDataList[j].mID;
                anim.mAction     = frameDataList[j].mAction;
                anim.mDirection  = frameDataList[j].mDirection;
                anim.mTextureSet = frameDataList[j].mAction + "_dir" + frameDataList[j].mDirection;
                if (!animList.ContainsKey(anim.mDirection))
                {
                    animList.Add(anim.mDirection, new Dictionary <string, WeaponAnim>());
                }
                if (!animList[anim.mDirection].ContainsKey(anim.mAction))
                {
                    animList[anim.mDirection].Add(anim.mAction, anim);
                }
            }
            mWeaponResourceList.Add(weaponAtlas);
        }
        mHumanCount.setLabel("数量:0/" + mClothResourceList.Count);
        // 设置
        setCurClothAtlas(0);
        setCurWeaponAtlas(0);
    }