protected void ExecuteEvent(int currentTime) { for (int i = 0; i < currentEvent.Count; i++) { BarrageEvent be = currentEvent[i]; switch (be.eAttribute) { case Attribute.SPEED: if (be.startFrame == currentTime) { be.setOriginValue(speed); } speed = be.Update(speed, currentTime); break; case Attribute.SPEEDDIRECT: if (be.startFrame == currentTime) { be.setOriginValue(speedDirection); } speedDirection = be.Update(speedDirection, currentTime); break; default: break; } if (currentTime >= be.spendTime + be.startFrame) { currentEvent.RemoveAt(i); i--; } }//end for }
protected void ExecuteEvent(int currentTime) { for (int i = 0; i < currentEvent.Count; i++) { BarrageEvent be = currentEvent[i]; switch (be.eAttribute) { case Attribute.ACC: if (be.startFrame == currentTime) { be.setOriginValue(laserData.acceleration); } laserData.acceleration = be.Update(laserData.acceleration, currentTime); break; case Attribute.SPEED: if (be.startFrame == currentTime) { be.setOriginValue(laserData.speed); } laserData.speed = be.Update(laserData.speed, currentTime); break; case Attribute.SPEEDDIRECT: if (be.startFrame == currentTime) { be.setOriginValue(laserData.speedDirec); } laserData.speedDirec = be.Update(laserData.speedDirec, currentTime); break; case Attribute.WIDTH: if (be.startFrame == currentTime) { be.setOriginValue(laserData.width); } laserData.width = (int)be.Update((float)laserData.width, currentTime); break; case Attribute.SELFSNIPE: if (be.result == "开") { this.isSelfSnipe = true; } else { this.isSelfSnipe = false; } break; default: break; } if (currentTime >= be.spendTime + be.startFrame) { currentEvent.RemoveAt(i); i--; } }//end for }
protected void ExecuteEvent(int currentTime) { for (int i = 0; i < currentEvent.Count; i++) { BarrageEvent be = currentEvent[i]; switch (be.eAttribute) { case Attribute.ACC: if (be.startFrame == currentTime) { be.setOriginValue(bulletData.acceleration); } bulletData.acceleration = be.Update(bulletData.acceleration, currentTime); if (be.isRandom) { randomEventAcc = (float)ran.NextDouble() * (be.randomEnd - be.randomStart) + be.randomStart; } break; case Attribute.SPEED: if (be.startFrame == currentTime) { be.setOriginValue(bulletData.speed); } bulletData.speed = be.Update(bulletData.speed, currentTime); if (be.isRandom) { randomEventSpeed = (float)ran.NextDouble() * (be.randomEnd - be.randomStart) + be.randomStart; } break; case Attribute.SPEEDDIRECT: if (be.startFrame == currentTime) { be.setOriginValue(bulletData.speedDirec); } bulletData.speedDirec = be.Update(bulletData.speedDirec, currentTime); if (be.isRandom) { randomEventSpeedDirec = (float)ran.NextDouble() * (be.randomEnd - be.randomStart) + be.randomStart; } break; case Attribute.FREQUENCY: if (be.startFrame == currentTime) { be.setOriginValue(this.frequency); } this.frequency = (int)be.Update(this.frequency, currentTime); break; case Attribute.RANDOMRADIUS: if (be.startFrame == currentTime) { be.setOriginValue(this.randomRadius); } this.randomRadius = (int)be.Update(this.randomRadius, currentTime); break; case Attribute.POSITION: this.BindSprite(target); this.relativePosition = Vector2.Zero; break; default: break; } if (currentTime >= be.spendTime + be.startFrame) { currentEvent.RemoveAt(i); i--; } } }
void ExecuteEvent(int currentTime) { for (int i = 0; i < currentEvent.Count; i++) { BarrageEvent be = currentEvent[i]; switch (be.eAttribute) { case Attribute.ID: setID(Convert.ToInt32(be.result)); break; case Attribute.DIRECTTYPE: this.directType = StringToDirectType(be.result); break; case Attribute.HEADANGLE: if (be.startFrame == currentTime) { be.setOriginValue(this.bulletHeadAngle); } this.bulletHeadAngle = be.Update(bulletHeadAngle, currentTime); break; case Attribute.ACC: if (be.startFrame == currentTime) { be.setOriginValue(this.acceleration); } this.acceleration = be.Update(acceleration, currentTime); break; case Attribute.ACCDIRECT: if (be.startFrame == currentTime) { be.setOriginValue(this.accelerationDegree); } this.accelerationDegree = be.Update(accelerationDegree, currentTime); break; case Attribute.SPEED: if (be.startFrame == currentTime) { be.setOriginValue(this.speed); } this.speed = be.Update(speed, currentTime); break; case Attribute.SPEEDDIRECT: if (be.startFrame == currentTime) { be.setOriginValue(getSpeedDirection()); } this.speedDirection = be.Update(getSpeedDirection(), currentTime); setSpeedDireciont(this.speedDirection); break; default: break; } if (currentTime >= be.spendTime + be.startFrame) { currentEvent.RemoveAt(i); --i; } } }