internal static void OnNewCharacterClick(UICharacterSelect state, UIMouseEvent evt, UIElement listeningElement) { state.RealNewCharacterClick(evt, listeningElement); var bh = AttachBHandler(Main.PendingPlayer); if (bh != null) { bh.OnCreated(); } }
/// <summary> /// Move the character across the screen and change animations accordingly /// </summary> /// <param name="translationVector"></param> public override void Translate(Vector2 translationVector) { // Remove two action points for moving base.Translate(translationVector); UICharacterSelect.Translate(translationVector); if (lastTranslation != translationVector) { lastTranslation = translationVector; if (translationVector.X != 0) { bool vectorCheck = translationVector.X > 0; animationSprite.SetAnimation(vectorCheck ? WALK_ANIMATION_RIGHT_INDEX : WALK_ANIMATION_LEFT_INDEX); currentAnimationState = vectorCheck ? AnimationState.WALK_RIGHT : AnimationState.WALK_LEFT; } else if (translationVector.Y != 0) { bool vectorCheck = translationVector.Y > 0; animationSprite.SetAnimation(vectorCheck ? WALK_ANIMATION_DOWN_INDEX : WALK_ANIMATION_UP_INDEX); currentAnimationState = vectorCheck ? AnimationState.WALK_DOWN : AnimationState.WALK_UP; } } }
// fsm interface public void ShowClassList() { uiCharacterSelect = panel2.AddUI("Common/CharacterSelect", fsm) as UICharacterSelect; uiCharacterSelect.Init(SaveData.selectClass); }