public static Direction ToDirection(this NpcDirection dir) { switch (dir) { case NpcDirection.South: return(Direction.South); case NpcDirection.SouthWest: return(Direction.SouthWest); case NpcDirection.West: return(Direction.West); case NpcDirection.NorthWest: return(Direction.NorthWest); case NpcDirection.North: return(Direction.North); case NpcDirection.NorthEast: return(Direction.NorthEast); case NpcDirection.East: return(Direction.East); case NpcDirection.SouthEast: return(Direction.SouthEast); case NpcDirection.None: default: return(Direction.South); } }
private void SetWndDirection(NpcDirection direction) { m_direction = direction; if (direction == NpcDirection.Right) { MyHead.Parent.localScale = new Vector3(-1f, 1f, 1f); MyHead.MainBg.localScale = new Vector3(-1f, 1f, 1f); MyHead.PanelMask.transform.localScale = new Vector3(-1f, 1f, 1f); Vector3 lPos = MyHead.MainBg.localPosition; if (lPos.x < 0) { MyHead.MainBg.localPosition = new Vector3(-lPos.x, lPos.y, lPos.z); } } else { MyHead.Parent.localScale = new Vector3(1f, 1f, 1f); MyHead.MainBg.localScale = new Vector3(1f, 1f, 1f); MyHead.PanelMask.transform.localScale = new Vector3(1f, 1f, 1f); Vector3 lPos = MyHead.MainBg.localPosition; if (lPos.x > 0) { MyHead.MainBg.localPosition = new Vector3(-lPos.x, lPos.y, lPos.z); } } }
/// <summary> /// Moves all enemies on the screen. /// </summary> private void MoveEnemies() { // Don't move all the time. if (_moveEnemiesAfter < _difficulty.MoveEnemySpeed) { _moveEnemiesAfter++; return; } _moveEnemiesAfter = 0; int modX = 0, modY = 0; switch (_currentNpcDirection) { case NpcDirection.Left: modX = 1; _currentNpcDirection = NpcDirection.Right; break; case NpcDirection.Right: modX = -1; _currentNpcDirection = NpcDirection.Left; break; case NpcDirection.Down: modY = 1; _currentNpcDirection = NpcDirection.Left; break; } for (var enemyRow = 0; enemyRow < EnemyLines; enemyRow++) { MoveTheEnemy(enemyRow, modX, modY); } }
public NpcActorModule(BaseNpc Master) : base(Master) { Animation_ = new NpcAnimation(Master.GetComponent <Animator>()); Fsm_ = new BaseFsm(Master); Direction = NpcDirection.Right; }
public static void UpdateNPCPanelValue(UIPanel panel, float toValue, NpcDirection direction = NpcDirection.Left) { float from = panel.clipOffset.x; if (direction == NpcDirection.Right) { from = -from; } }
private void Prepare() { _score = 0; _currentNpcDirection = NpcDirection.Left; _moveEnemiesAfter = 0; // Get start position _spaceShip.PositionX = (Console.WindowWidth / 2) - 2; _spaceShip.PositionY = Console.WindowHeight - 1; _shots = new Shots(); }
public void SetDirection(NpcDirection Dir) { if (Direction == Dir) { return; } Direction = Dir; switch (Direction) { case NpcDirection.Left: Master.GetComponent <SpriteRenderer>().flipX = true; break; case NpcDirection.Right: Master.GetComponent <SpriteRenderer>().flipX = false; break; default: break; } }
/// <summary> /// 设置窗口的九种位置 /// </summary> private void SetWndAlign(UIWidget.Pivot align, NpcDirection direction) { if (direction == NpcDirection.Left) { MyHead.SprMainBgLeft.pivot = align; } switch (align) { case UIWidget.Pivot.Left: if (direction == NpcDirection.Left) { MyHead.WndAnchorLeft.side = UIAnchor.Side.Left; } else { MyHead.WndAnchorRight.side = UIAnchor.Side.Left; MyHead.SprMainBgRight.pivot = UIWidget.Pivot.Right; } break; case UIWidget.Pivot.Right: if (direction == NpcDirection.Left) { MyHead.WndAnchorLeft.side = UIAnchor.Side.Right; } else { MyHead.WndAnchorRight.side = UIAnchor.Side.Right; MyHead.SprMainBgRight.pivot = UIWidget.Pivot.Left; } break; case UIWidget.Pivot.Top: if (direction == NpcDirection.Left) { MyHead.WndAnchorLeft.side = UIAnchor.Side.Top; } else { MyHead.WndAnchorRight.side = UIAnchor.Side.Top; MyHead.SprMainBgRight.pivot = UIWidget.Pivot.Top; } break; case UIWidget.Pivot.Bottom: if (direction == NpcDirection.Left) { MyHead.WndAnchorLeft.side = UIAnchor.Side.Bottom; } else { MyHead.WndAnchorRight.side = UIAnchor.Side.Bottom; } break; case UIWidget.Pivot.TopLeft: if (direction == NpcDirection.Left) { MyHead.WndAnchorLeft.side = UIAnchor.Side.TopLeft; } else { MyHead.WndAnchorRight.side = UIAnchor.Side.TopLeft; MyHead.SprMainBgRight.pivot = UIWidget.Pivot.TopRight; } break; case UIWidget.Pivot.TopRight: if (direction == NpcDirection.Left) { MyHead.WndAnchorLeft.side = UIAnchor.Side.TopRight; } else { MyHead.WndAnchorRight.side = UIAnchor.Side.TopRight; MyHead.SprMainBgRight.pivot = UIWidget.Pivot.TopLeft; } break; case UIWidget.Pivot.BottomLeft: if (direction == NpcDirection.Left) { MyHead.WndAnchorLeft.side = UIAnchor.Side.BottomLeft; } else { MyHead.WndAnchorRight.side = UIAnchor.Side.BottomLeft; MyHead.SprMainBgRight.pivot = UIWidget.Pivot.BottomRight; } break; case UIWidget.Pivot.BottomRight: if (direction == NpcDirection.Left) { MyHead.WndAnchorLeft.side = UIAnchor.Side.BottomRight; } else { MyHead.WndAnchorRight.side = UIAnchor.Side.BottomRight; MyHead.SprMainBgRight.pivot = UIWidget.Pivot.BottomLeft; } break; } }