public override void OnAddedToEntity() { _animator = Entity.AddComponent <SpriteAnimator>(); _animator.AddAnimationsFromAtlas(_spriteAtlas); _player = Entity.Scene.FindEntity("player"); _linkComponent = _player.GetComponent <LinkComponent>(); }
public override void OnAddedToEntity() { Atlas = Entity.Scene.Content.LoadSpriteAtlas($"Content/{Entity.Name}.atlas"); Entity.Scene.Content.LoadTexture($"Content/{Entity.Name}.png"); Animerare = Entity.AddComponent <SpriteAnimator>(); Animerare.SetRenderLayer(1); StandardBox = Entity.AddComponent(new BoxCollider(-20, -31, 40, 63)); AttackBox = Entity.AddComponent(new BoxCollider(-20, -31, 50, 31)); AttackBox.IsTrigger = true; Animerare.AddAnimationsFromAtlas(Atlas); }
public override void OnAddedToEntity() { _mover = this.GetComponent <TiledMapMover>(); _boxCollider = Entity.GetComponent <BoxCollider>(); _xAxisInput = new VirtualIntegerAxis(); _xAxisInput.Nodes.Add(new VirtualAxis.KeyboardKeys(VirtualInput.OverlapBehavior.TakeNewer, Microsoft.Xna.Framework.Input.Keys.A, Microsoft.Xna.Framework.Input.Keys.D)); _jumpInput = new VirtualButton(); _jumpInput.Nodes.Add(new VirtualButton.KeyboardKey(Microsoft.Xna.Framework.Input.Keys.Space)); _animator = Entity.AddComponent <SpriteAnimator>(); atlas = thisScene.Content.LoadSpriteAtlas("Content/out.atlas"); _animator.AddAnimationsFromAtlas(atlas); camera = this.GetComponent <Camera>(); }
public override void OnAddedToEntity() { _bodyAnimator = Entity.AddComponent <SpriteAnimator>(); //_bodyAnimator.Speed = 0.2f; _mover = Entity.AddComponent(new Mover()); // add a shadow that will only be rendered when our player is behind the details layer of the tilemap (RenderLayer -1). The shadow // must be in a renderLayer ABOVE the details layer to be visible. var shadow = Entity.AddComponent(new SpriteMime(Entity.GetComponent <SpriteRenderer>())); shadow.Color = new Color(10, 10, 10, 80); shadow.Material = Material.StencilRead(); shadow.RenderLayer = -11; // ABOVE our tiled map layer so it is visible _bodyAnimator.AddAnimationsFromAtlas(_spriteAtlas); SetupInput(); _linkStateFactory = new LinkStateFactory(_primaryAttackInput, _bodyAnimator); }