public PlatformObject(Game game) : base(game) { State = new State(); Waypoints = new Vector2[2]; _targetIndex = new RingIndex() { Value = 0, LowerBound = 0, UpperBound = Waypoints.Length - 1 }; Faders = new PlatformFader[4]; FadeTime = 0.2f; Faders[0] = dt => { /* Do nothing.*/ }; Faders[1] = dt => // Fading in { CurrentFadeTime += (float)dt.ElapsedGameTime.TotalSeconds; if (CurrentFadeTime > FadeTime) { CurrentFadeTime = FadeTime; // Body.SetActive(true); DisableFading(); } }; Faders[2] = dt => // Fading out { CurrentFadeTime -= (float)dt.ElapsedGameTime.TotalSeconds; if (CurrentFadeTime < 0.0f) { CurrentFadeTime = 0.0f; DisableFading(); } }; }
public ButtonObjectBase(Game game) : base(game) { InitialOnOffState = new State(); OnOffState = new State(); PressedState = new State() { Value = StateType.Inactive }; DrawOrder = 20; }