コード例 #1
0
 internal InactiveState(AnimationInstance animation)
 {
     //this.animation = animation;
     Update = (GameTime time) =>
     {
         if (animation.IsPlaying)
         {
             return(new ActiveState(animation)?.Update(time));
         }
         return(this);
     };
     Draw = null;
 }
コード例 #2
0
 internal PausedState(AnimationInstance animation)
 {
     //this.animation = animation;
     Update = (GameTime time) =>
     {
         if (animation.IsPlaying)
         {
             return(new ActiveState(animation)?.Update(time));
         }
         return(this);
     };
     Draw = (SpriteBatch batch) =>
     {
         if (animation.Posit == null)
         {
             if (animation.Animation.UseEachFramesDrawEffects)
             {
                 animation.AnimationFrames[animation.CurrentFrame].DrawSprite(batch);
             }
             else
             {
                 animation.AnimationFrames[animation.CurrentFrame].DrawSprite(batch, animation.Animation.DrawEffects);
             }
         }
         else
         {
             if (animation.Animation.UseEachFramesDrawEffects)
             {
                 animation.AnimationFrames[animation.CurrentFrame].DrawSprite(batch, null, animation.Posit.Value);
             }
             else
             {
                 animation.AnimationFrames[animation.CurrentFrame].DrawSprite(batch, animation.Animation.DrawEffects, animation.Posit.Value);
             }
         }
     };
 }
コード例 #3
0
 internal CompletedState(AnimationInstance animation)
 {
     //this.animation = animation;
     Update = (GameTime time) => { return(this); };
     Draw   = null;
 }
コード例 #4
0
            internal ActiveState(AnimationInstance animation)
            {
                //this.animation = animation;
                Update = (GameTime gameTime) =>
                {
                    IAnimationState toReturn = this;
                    if (animation.IsPlaying)
                    {
                        // Add to the time counter. - J Mor
                        animation.timeSinceLastFrameChange += (float)gameTime.ElapsedGameTime.TotalSeconds;

                        // If enough time has gone by to actually change frames...
                        while (animation.timeSinceLastFrameChange >= animation.SecondsPerFrame)
                        {
                            // ...then update the frame, and...
                            animation.CurrentFrame++;
                            // ...if the current frame is the last, ...
                            if (animation.CurrentFrame >= animation.Animation.NumFrames)
                            {
                                if (animation.IsLooped)                                 // ...and the animation is set to wrap...
                                {
                                    // ...then update the frame # & the times looped.
                                    animation.CurrentFrame = 0;
                                    animation.TimesLooped++;
                                }
                                else                                 // if not, the animation is done, and should be removed soon.
                                {
                                    toReturn = new CompletedState(animation);
                                    animation.CurrentFrame--;                                     // To avoid IndexOutOfBounds error in draw func.
                                }
                            }
                            // Remove one "frame" worth of time
                            animation.timeSinceLastFrameChange -= animation.SecondsPerFrame;

                            // If the animation isn't allowed to skip animation frames, then break out of the loop.
                            if (!animation.CanSkipFrames)
                            {
                                break;
                            }
                        }
                    }
                    else
                    {
                        toReturn = new PausedState(animation);
                    }

                    return(toReturn);
                };
                Draw = (SpriteBatch batch) =>
                {
                    if (animation.Posit == null)
                    {
                        if (animation.Animation.UseEachFramesDrawEffects)
                        {
                            animation.AnimationFrames[animation.CurrentFrame].DrawSprite(batch);
                        }
                        else
                        {
                            animation.AnimationFrames[animation.CurrentFrame].DrawSprite(batch, animation.Animation.DrawEffects);
                        }
                    }
                    else
                    {
                        if (animation.Animation.UseEachFramesDrawEffects)
                        {
                            animation.AnimationFrames[animation.CurrentFrame].DrawSprite(batch, null, animation.Posit.Value);
                        }
                        else
                        {
                            animation.AnimationFrames[animation.CurrentFrame].DrawSprite(batch, animation.Animation.DrawEffects, animation.Posit.Value);
                        }
                    }
                    //throw new NotImplementedException();
                };
            }