public override void step(FrmEmulator emulator, long time) { // process for accelerator sensibility actor if (this.acceleratorSensibility && !isMoving()) { // elapsed time float elapsed = emulator.accelerationWatch.ElapsedMilliseconds / 1000.0f; // emulate acceleration PointF acceleration = new PointF(0f, 0.98f); run_xVelocity += acceleration.X * elapsed; run_yVelocity += acceleration.Y * elapsed; float xDelta = elapsed * run_xVelocity * 500; float yDelta = elapsed * run_yVelocity * 500; PointF point = this.parent.logicalToScreen(this.position); point.X += xDelta; point.Y += yDelta; // try assign location with new position this.position = this.parent.screenToLogical(point); // check collision of new bound with boundaries PointF d = collisionWithBoundaries(this.boundStraightOnScreen()); // correct based on collision point.X += d.X; point.Y += d.Y; this.position = this.parent.screenToLogical(point); } base.step(emulator, time); }
// execute action for every frame // if action is finished, return true; public virtual bool step(FrmEmulator emulator, long time) { if (isInstant || run_startTime + duration <= time) { return(true); } return(false); }
// execute action for every frame // if action is finished, return true; public override bool step(FrmEmulator emulator, long time) { TActor targetActor = (TActor)emulator.currentScene.findLayer(actor); if (targetActor != null) { targetActor.fireEvent(eventu, recursive); } return(base.step(emulator, time)); }
// execute action for every frame // if action is finished, return true; public override bool step(FrmEmulator emulator, long time) { TActor targetActor = (TActor)emulator.currentScene.findLayer(actor); if (targetActor != null) { targetActor.run_state = state; } return(base.step(emulator, time)); }
// execute action for every frame // if action is finished, return true; public override bool step(FrmEmulator emulator, long time) { TActor targetActor = (TActor)emulator.currentScene.findLayer(actor); if (targetActor != null) { targetActor.stopAnimation(eventu, state); } return(base.step(emulator, time)); }
public override void step(FrmEmulator emulator, long time) { base.step(emulator, time); // step of extra actors if (run_extraActors != null) { foreach (TActor actor in run_extraActors) { actor.step(emulator, time); } } }
public void step(FrmEmulator emulator, long time) { bool progressing = false; for (int i = 0; i < sequences.Count; i++) { progressing |= sequences[i].step(emulator, time); } if (!progressing) { this.stop(); } }
// execute action for every frame // if action is finished, return true; public override bool step(FrmEmulator emulator, long time) { float elapsed = time - run_startTime; if (elapsed > duration) { elapsed = duration; } TLayer layer = sequence.animation.layer; layer.alpha = run_easingFunction.ease(easingType, easingMode, duration, elapsed, run_startAlpha, run_endAlpha); return(base.step(emulator, time)); }
public virtual void step(FrmEmulator emulator, long time) { // step of self for (int i = 0; i < animations.Count; i++) { TAnimation animation = animations[i]; if (animation.run_executing) { animation.step(emulator, time); } } // step of child for (int i = 0; i < childs.Count; i++) { childs[i].step(emulator, time); } }
// execute action for every frame // if action is finished, return true; public override bool step(FrmEmulator emulator, long time) { float elapsed = time - run_startTime; if (elapsed > duration) { elapsed = duration; } float percent = duration > 0 ? elapsed / duration : 1; if (runtimeCode != null) { runtimeCode(percent); } return(base.step(emulator, time)); }
// execute action for every frame // if action is finished, return true; public override bool step(FrmEmulator emulator, long time) { float elapsed = time - run_startTime; if (elapsed > duration) { elapsed = duration; } TLayer layer = sequence.animation.layer; if (layer is TActor) { TActor target = (TActor)layer; target.rotation = TUtil.normalizeDegreeAngle(run_easingFunction.ease(easingType, easingMode, duration, elapsed, run_startAngle, run_endAngle)); } return(base.step(emulator, time)); }
// execute action for every frame // if action is finished, return true; public override bool step(FrmEmulator emulator, long time) { float elapsed = time - run_startTime; if (elapsed > duration) { elapsed = duration; } TLayer layer = sequence.animation.layer; if (layer is TActor) { TActor target = (TActor)layer; float t = run_easingFunction.ease(easingType, easingMode, duration, elapsed, 0, 1); target.position = bezier(t); } return(base.step(emulator, time)); }
// execute action for every frame // if action is finished, return true; public override bool step(FrmEmulator emulator, long time) { TLayer layer = sequence.animation.layer; if (frames.Count > 0 && layer is TImageActor) { float elapsed = time - run_startTime; if (elapsed > duration) { elapsed = duration; } long t = 0; int index = 0; while (t < elapsed && index < frames.Count) { t += frames[index++].duration; } if (index > 0) { index--; } if (index != run_currentFrame) { run_currentFrame = index; string image = frames[index].image; TImageActor target = (TImageActor)layer; TLibraryManager libraryManager = target.document.libraryManager; int libImageIndex = libraryManager.imageIndex(image); if (libImageIndex != -1) { target.loadImage(Image.FromFile(libraryManager.imageFilePath(libImageIndex))); } } } return(base.step(emulator, time)); }
// execute action for every frame // if action is finished, return true; public override bool step(FrmEmulator emulator, long time) { float elapsed = time - run_startTime; if (elapsed > duration) { elapsed = duration; } TLayer layer = sequence.animation.layer; if (layer is TActor) { TActor target = (TActor)layer; float x = run_easingFunction.ease(easingType, easingMode, duration, elapsed, run_startPos.X, run_endPos.X); float y = run_easingFunction.ease(easingType, easingMode, duration, elapsed, run_startPos.Y, run_endPos.Y); target.position = new PointF(x, y); } return(base.step(emulator, time)); }
// execute action for every frame // if action is finished, return true; public override bool step(FrmEmulator emulator, long time) { float elapsed = time - run_startTime; if (elapsed > duration) { elapsed = duration; } TLayer layer = sequence.animation.layer; if (layer is TActor) { TActor target = (TActor)layer; float width = run_easingFunction.ease(easingType, easingMode, duration, elapsed, run_startScale.Width, run_endScale.Width); float height = run_easingFunction.ease(easingType, easingMode, duration, elapsed, run_startScale.Height, run_endScale.Height); target.scale = new SizeF(width, height); } return(base.step(emulator, time)); }
// execute action for every frame // if action is finished, return true; public override bool step(FrmEmulator emulator, long time) { switch (type) { case ActionType.PREVIOUS: emulator.gotoPrevScene(); break; case ActionType.NEXT: emulator.gotoNextScene(); break; case ActionType.COVER: emulator.gotoCoverScene(); break; case ActionType.SPECIFIC: emulator.gotoSpecificScene(scene); break; } return(base.step(emulator, time)); }
// execute action for every frame // if action is finished, return true; public override bool step(FrmEmulator emulator, long time) { emulator.stopAllSounds(bgm, effect, voice); return(base.step(emulator, time)); }
// execute action for every frame // if action is finished, return true; public override bool step(FrmEmulator emulator, long time) { emulator.stopVoice(sound); return(base.step(emulator, time)); }
// execute action for every frame // if action is finished, return true; public override bool step(FrmEmulator emulator, long time) { emulator.toggleEffect(false, enabled); return(base.step(emulator, time)); }
// execute action for every frame // if action is finished, return true; public override bool step(FrmEmulator emulator, long time) { emulator.clearAvatar(); return(base.step(emulator, time)); }
// Execute Sequence for every frame // if sequence is progressing then return true // if sequence is done and finished then return false public bool step(FrmEmulator emulator, long time) { if ((repeat == -1 || run_repeated < repeat) && actions.Count > 0) { if (run_currentAction == -1) { changeCurrentAction(0, time); } bool actionFinished = false; int startingAction = run_currentAction; while (true) { // execute action actionFinished = actions[run_currentAction].step(emulator, time); // if action finished, next action if (actionFinished) { int nextAction = run_currentAction + 1; bool needNext = false; if (nextAction < actions.Count) { needNext = true; } else { if (repeat == -1) { nextAction = 0; needNext = true; } else if (run_repeated + 1 < repeat) { run_repeated++; nextAction = 0; needNext = true; } else { run_repeated++; needNext = false; } } // go next action if (needNext) { changeCurrentAction(nextAction, time); // check endless loop if (startingAction == nextAction) { return(true); } } else { return(false); } } else { return(true); } } } return(false); }
// execute action for every frame // if action is finished, return true; public override bool step(FrmEmulator emulator, long time) { return(base.step(emulator, time)); }
// execute action for every frame // if action is finished, return true; public override bool step(FrmEmulator emulator, long time) { emulator.playBGM(sound, volume); return(base.step(emulator, time)); }