public virtual void CacheMovement(Facing direction, MovementSpeed speed) { if (this.CacheMovements) { this.Queue.Enqueue(new Movement(direction, speed)); } else { this.Entity.TryMove(direction, speed); } }
public ReqMoveMessage(ushort X = 0, ushort Y = 0, MovementSpeed MoveMode = 0, uint CurrentMapID = 0) : base(MessageTypeGameMode.ReqMove) { this.Y = Y; this.X = X; this.MoveMode = MoveMode; this.CurrentMapID = CurrentMapID; }
public static void MoveTo(this IMouse mouse, Coordinate target, MovementSpeed movementSpeed = MovementSpeed.Instant) { if (MovementSpeed.Instant.Equals(movementSpeed)) { mouse.PositionCursor(target); return; } var pixelsPerSecond = TranslateMovementSpeedToPixelsPerSecond(movementSpeed); MoveTo(mouse, target, pixelsPerSecond); }
private static int TranslateMovementSpeedToPixelsPerSecond(MovementSpeed movement) { switch (movement) { case MovementSpeed.Slow: return 200; case MovementSpeed.Medium: return 400; case MovementSpeed.Fast: return 800; default: return 400; } }
/// <summary> /// Initializes a new instance of the <see cref="Move3DByAnimation" /> class. /// </summary> /// <param name="targetObject">The target object.</param> /// <param name="targetVector">The target position of the object.</param> ///´<param name="speed">The total movement speed.</param> public Move3DToAnimation(IAnimatableObjectPosition targetObject, Vector3 targetVector, MovementSpeed speed) : base(targetObject) { _targetObject = targetObject; _targetVector = targetVector; _paramMoveSpeed = speed; }
public MoveMessage(uint ObjectID, ushort NewCoordinateX, ushort NewCoordinateY, MovementSpeed MovementSpeed, bool RotateToDestination = false) : base(MessageTypeGameMode.Move) { this.ObjectID = ObjectID; this.NewCoordinateY = NewCoordinateY; this.NewCoordinateX = NewCoordinateX; this.MovementSpeed = MovementSpeed; this.RotateToDestination = RotateToDestination; }
public IEncodable Decode(BinaryInput stream) { this.Facing = (Facing) stream.ReadByte(); this.Speed = (MovementSpeed) stream.ReadByte(); return this; }
/// <summary> /// Moves current object by the given move vector. /// </summary> /// <typeparam name="THostObject">The type of the ost object.</typeparam> /// <typeparam name="TTargetObject">The type of the target object.</typeparam> /// <param name="sequenceBuilder">AnimationSequenceBuilder building the animation.</param> /// <param name="targetObject">The target object.</param> /// <param name="moveVector">The move vector.</param> /// <param name="speed">Total speed of the movement animation.</param> public static IAnimationSequenceBuilder <THostObject> Move2DBy <THostObject, TTargetObject>(this IAnimationSequenceBuilder <THostObject> sequenceBuilder, TTargetObject targetObject, Vector2 moveVector, MovementSpeed speed) where THostObject : class where TTargetObject : class, IAnimatableObjectPosition2D { sequenceBuilder.Add( new Move2DByAnimation(targetObject, moveVector, speed)); return(sequenceBuilder); }
public MoveMessage(uint ObjectID, ushort NewCoordinateX, ushort NewCoordinateY, MovementSpeed MovementSpeed, ushort Angle, bool RotateToDestination = false) : base(MessageTypeGameMode.Move) { this.ObjectID = ObjectID; this.NewCoordinateY = NewCoordinateY; this.NewCoordinateX = NewCoordinateX; this.MovementSpeed = MovementSpeed; this.RotateToDestination = RotateToDestination; this.Angle = Angle; }
private void ApplySpeed(MovementSpeed movementSpeed) { _characterMotor.movement.maxForwardSpeed = movementSpeed.maxForwardSpeed * EncumberanceModifier; _characterMotor.movement.maxSidewaysSpeed = movementSpeed.maxSidewaysSpeed * EncumberanceModifier; _characterMotor.movement.maxBackwardsSpeed = movementSpeed.maxBackwardsSpeed * EncumberanceModifier; }
/// <summary> /// Moves current object to the given target position. /// </summary> /// <param name="sequenceBuilder">AnimationSequenceBuilder building the animation.</param> /// <param name="targetVector">The target position for the object.</param> /// <param name="speed">Speed configuration for the movement.</param> public static IAnimationSequenceBuilder <TTargetObject> Move2DTo <TTargetObject>(this IAnimationSequenceBuilder <TTargetObject> sequenceBuilder, Vector2 targetVector, MovementSpeed speed) where TTargetObject : class, IAnimatableObjectPosition2D { sequenceBuilder.Add( new Move2DToAnimation(sequenceBuilder.TargetObject, targetVector, speed)); return(sequenceBuilder); }
/// <summary> /// Moves current object to the given target position. /// </summary> /// <typeparam name="HostObject">The type of the ost object.</typeparam> /// <typeparam name="TargetObject">The type of the arget object.</typeparam> /// <param name="sequenceBuilder">AnimationSequenceBuilder building the animation.</param> /// <param name="targetObject">The target object.</param> /// <param name="targetVector">The target position for the object.</param> /// <param name="speed">The speed for animation calculation.</param> /// <returns></returns> public static IAnimationSequenceBuilder <HostObject> Move3DTo <HostObject, TargetObject>(this IAnimationSequenceBuilder <HostObject> sequenceBuilder, TargetObject targetObject, Vector3 targetVector, MovementSpeed speed) where TargetObject : class, IAnimatableObjectPosition where HostObject : class { sequenceBuilder.Add( new Move3DToAnimation(targetObject, targetVector, speed)); return(sequenceBuilder); }
/// <summary> /// Moves current object by the given move vector. /// </summary> /// <param name="sequenceBuilder">AnimationSequenceBuilder building the animation.</param> /// <param name="moveVector">The move vector.</param> /// <param name="speed">Total speed of the movement animation.</param> public static IAnimationSequenceBuilder <TargetObject> Move3DBy <TargetObject>(this IAnimationSequenceBuilder <TargetObject> sequenceBuilder, Vector3 moveVector, MovementSpeed speed) where TargetObject : class, IAnimatableObjectPosition { sequenceBuilder.Add( new Move3DByAnimation(sequenceBuilder.TargetObject, moveVector, speed)); return(sequenceBuilder); }
/// <summary> /// Initializes a new instance of the <see cref="Move2DByAnimation" /> class. /// </summary> /// <param name="targetObject">The target object.</param> /// <param name="targetVector">The target position of the object.</param> ///´<param name="speed">The total movement speed.</param> public Move2DToAnimation(IAnimatableObjectPosition2D targetObject, Vector2 targetVector, MovementSpeed speed) : base(targetObject) { m_targetObject = targetObject; m_targetVector = targetVector; m_paramMoveSpeed = speed; }
/// <summary> /// Initializes a new instance of the <see cref="Move2DByAnimation"/> class. /// </summary> /// <param name="targetObject">The target object.</param> /// <param name="moveVector">The move vector.</param> /// <param name="moveSpeed">The speed which is used for movement calculation.</param> public Move2DByAnimation(IAnimatableObjectPosition2D targetObject, Vector2 moveVector, MovementSpeed moveSpeed) : base(targetObject) { _targetObject = targetObject; _moveVector = moveVector; _moveHelper = new MovementAnimationHelper(moveSpeed, new Vector3(moveVector, 0f)); // Switch animation to fixed-time type this.ChangeToFixedTime(_moveHelper.MovementTime); }
public RequestingMoveArgs(Facing direction, MovementSpeed speed) { this.Direction = direction; this.Speed = speed; }
public virtual void ForceMove(Facing dir, MovementSpeed speed) { if (MovementState == MovementState.None) { this.Initialize(); BeginMoving.SafeInvoke(this, EventArgs.Empty); if (this.Facing != dir) { FacingChanged.SafeInvoke(this, new FacingChangedArgs(this.Facing, dir)); } this.Facing = dir; switch (dir) { case Facing.Up: if (speed == MovementSpeed.Walking) { Animator.Play("walking-up"); } else if (speed == MovementSpeed.Running) { Animator.Play("running-up"); } break; case Facing.Down: if (speed == MovementSpeed.Walking) { Animator.Play("walking-down"); } else if (speed == MovementSpeed.Running) { Animator.Play("running-down"); } break; case Facing.Left: if (speed == MovementSpeed.Walking) { Animator.Play("walking-left"); } else if (speed == MovementSpeed.Running) { Animator.Play("running-left"); } break; case Facing.Right: if (speed == MovementSpeed.Walking) { Animator.Play("walking-right"); } else if (speed == MovementSpeed.Running) { Animator.Play("running-right"); } break; } this.movement = -(dir.ToVector2() * new Vector2(16, 16)); this.MovementSpeed = speed; this.MovementState = MovementState.Walking; this.Position -= this.movement; } }
void Update() { //DebugMenu debugMenu = dayNight.debugMenu; // if (Input.GetButtonDown("Flymode") && !gameOver) { flymode = !flymode; velocity = new Vector3(0, 0, 0); } if (lockInput) { yRotation = Input.GetAxis("Mouse X") * xSensitivity; xRotation += Input.GetAxis("Mouse Y") * ySensitivity; if (xRotation > 90) { xRotation = 90; } else if (xRotation < -90) { xRotation = -90; } renderCamera.transform.localRotation = Quaternion.Euler(-xRotation, 0, 0); transform.Rotate(new Vector3(0, yRotation, 0)); } if (Input.GetButtonDown("Jump") && (grounded || flymode) && !gameOver) { doJump = true; } else if (Input.GetButtonUp("Jump") && !gameOver) { doJump = false; } if (Input.GetButton("Sprint")) { currentSpeed = MovementSpeed.sprinting; } else if (Input.GetButton("Walk") && !toggleWalk) { currentSpeed = MovementSpeed.walking; } else { currentSpeed = MovementSpeed.jogging; } if (Input.GetButtonDown("Auto move") && !gameOver) { autoMove = !autoMove; autoMoveLockForward = autoMove; } if (Input.GetButtonDown("Fire1") && currentBlinkPoints > .5 * defaultBlinkPoints && blinkCooldownTimer < 0 && !debugMenu && !gameOver) { blinking = true; } if (Input.GetButtonUp("Fire1") && blinking && !gameOver) { blinking = false; blinkCooldownTimer = blinkCooldown; } blinkCooldownTimer -= Time.deltaTime; if (blinking) { blinkFactor += Time.deltaTime * 8; currentBlinkPoints -= blinkFactor * Time.deltaTime * blinkDecreaseRate; if (currentBlinkPoints < 0) { blinking = false; } } else { blinkFactor -= Time.deltaTime * 2; if (currentBlinkPoints < defaultBlinkPoints) { currentBlinkPoints += (1 - blinkFactor) * Time.deltaTime * blinkIncreaseRate; currentBlinkPoints = Mathf.Clamp(currentBlinkPoints, 0, defaultBlinkPoints); } } if (!grounded && currentBlinkPoints < 100) { currentBlinkPoints += (1 - blinkFactor) * Time.deltaTime * blinkVelocityIncreaseRate * velocity.magnitude; currentBlinkPoints = Mathf.Clamp(currentBlinkPoints, 0, 100); } else if (grounded && currentBlinkPoints > defaultBlinkPoints) { currentBlinkPoints -= (1 - blinkFactor) * Time.deltaTime * blinkGroundedDecreaseRate; currentBlinkPoints = Mathf.Clamp(currentBlinkPoints, defaultBlinkPoints, 100); } blinkFactor = Mathf.Clamp(blinkFactor, 0, 1); blinkDistortionEffect.intensity = blinkFactor * 80; uiBlinkFillBar.fillAmount = currentBlinkPoints / 100f; uiHealthBar.fillAmount = currentHealth / 100; if (currentBlinkPoints < defaultBlinkPoints * .5f) { uiBlinkFillBar.color = Color.red; } else if (currentBlinkPoints > defaultBlinkPoints * 1.01f) { uiBlinkFillBar.color = Color.green; } else { uiBlinkFillBar.color = Color.white; } float forwardInput = Input.GetAxisRaw("Vertical"); float rightInput = Input.GetAxisRaw("Horizontal"); if (autoMove && !gameOver) { if (forwardInput < -.25f) { autoMove = false; } if (forwardInput > .25f) { if (!autoMoveLockForward) { autoMove = false; } } else { autoMoveLockForward = false; } if (autoMove) { forwardInput = 1; } } if (flymode && !gameOver) { moveDirection.z = Mathf.Sin(-yRotation / 180f * Mathf.PI) * rightInput + Mathf.Cos(-yRotation / 180f * Mathf.PI) * forwardInput * Mathf.Cos(xRotation / 180f * Mathf.PI); moveDirection.x = Mathf.Cos(yRotation / 180f * Mathf.PI) * rightInput + Mathf.Sin(yRotation / 180f * Mathf.PI) * forwardInput * Mathf.Cos(xRotation / 180f * Mathf.PI); moveDirection.y = Mathf.Sin(xRotation / 180f * Mathf.PI) * forwardInput; } else { moveDirection.z = forwardInput; moveDirection.x = rightInput; } if (moveDirection.magnitude < .01 && moveDirection.magnitude > -.01 && !doJump) { currentSpeed = MovementSpeed.idle; } moveDirection.Normalize(); if (debugMenu) { SetCursorLock(false); } else if (Input.GetKeyUp(KeyCode.Escape)) { SetCursorLock(false); } else if (Input.GetMouseButtonUp(0)) { SetCursorLock(true); } hitShader.blur = .5f * (hitFXTimer / hitFXDuration); hitShader.chromaticAberration = 15 * (hitFXTimer / hitFXDuration); hitFXTimer -= Time.deltaTime; if (hitFXTimer < 0) { hitFXTimer = 0; } if (gameOver) { uiGameOverGroup.alpha += Time.deltaTime; } }
public void MoveStar(MovementSpeed speed) { this._xPos += (((_xSpd + ((int)speed)) / 4) * ((((_steps / 10) > 0) ? (_steps / 10) : 1) * System.Math.Sign(_xSpd))) - 1; this._yPos += (((_ySpd + ((int)speed)) / 4) * ((((_steps / 10) > 0) ? (_steps / 10) : 1) * System.Math.Sign(_ySpd))) - 1; if (_steps < 255) this._steps += 3; }
public virtual void TryMove(Facing dir, MovementSpeed speed) { if (Movable) { RequestingMove.SafeInvoke(this, new RequestingMoveArgs(dir, speed)); if (CanMove(dir)) { ForceMove(dir, speed); } else { Face(dir); Lock(GetAnimation("walking-up").TimePerFrame * ((GetAnimation("walking-up").Indices.Count - 1) / 2)); switch (dir) { case Facing.Up: Animator.Play("walking-up"); break; case Facing.Down: Animator.Play("walking-down"); break; case Facing.Left: Animator.Play("walking-left"); break; case Facing.Right: Animator.Play("walking-right"); break; } } } }
public static void DragAndDrop(this IMouse mouse, Coordinate origin, Coordinate target, MovementSpeed movementSpeed = MovementSpeed.Medium) { mouse.LeftDown(origin); mouse.MoveTo(target, movementSpeed); mouse.LeftUp(target); }
public virtual void ForceMove(Facing dir, MovementSpeed speed) { if (MovementState == MovementState.None) { this.Initialize(); BeginMoving.SafeInvoke(this, EventArgs.Empty); if (this.Facing != dir) FacingChanged.SafeInvoke(this, new FacingChangedArgs(this.Facing, dir)); this.Facing = dir; switch (dir) { case Facing.Up: if (speed == MovementSpeed.Walking) Animator.Play("walking-up"); else if (speed == MovementSpeed.Running) Animator.Play("running-up"); break; case Facing.Down: if (speed == MovementSpeed.Walking) Animator.Play("walking-down"); else if (speed == MovementSpeed.Running) Animator.Play("running-down"); break; case Facing.Left: if (speed == MovementSpeed.Walking) Animator.Play("walking-left"); else if (speed == MovementSpeed.Running) Animator.Play("running-left"); break; case Facing.Right: if (speed == MovementSpeed.Walking) Animator.Play("walking-right"); else if (speed == MovementSpeed.Running) Animator.Play("running-right"); break; } this.movement = -(dir.ToVector2() * new Vector2(16, 16)); this.MovementSpeed = speed; this.MovementState = MovementState.Walking; this.Position -= this.movement; } }
protected void ExtraAdjustments() { AttackSpeed.SetBasicAttack(GetComponent <BasicAttack>()); MovementSpeed.SubscribeToSlowResistanceChangedEvent(SlowResistance); }
/// <summary> /// Moves current object to the given target position. /// </summary> /// <typeparam name="THostObject">The type of the ost object.</typeparam> /// <typeparam name="TTargetObject">The type of the target object.</typeparam> /// <param name="sequenceBuilder">AnimationSequenceBuilder building the animation.</param> /// <param name="targetObjects">A collection containing all target objects.</param> /// <param name="targetVector">The target position for the object.</param> /// <param name="speed">The speed for animation calculation.</param> public static IAnimationSequenceBuilder <THostObject> Move2DTo <THostObject, TTargetObject>(this IAnimationSequenceBuilder <THostObject> sequenceBuilder, IEnumerable <TTargetObject> targetObjects, Vector2 targetVector, MovementSpeed speed) where TTargetObject : class, IAnimatableObjectPosition2D where THostObject : class { foreach (var actTargetObject in targetObjects) { sequenceBuilder.Add( new Move2DToAnimation(actTargetObject, targetVector, speed)); } return(sequenceBuilder); }
public static float GetFrequency(this MovementSpeed speed) { return((float)16 / (float)speed.GetSpeed()); }
public void Update(GameTime time) { if (KeyboardInputEnabled && Queue.Count == 0) { KeyboardState state = InputHandler.Instance.State; KeyboardState lastState = InputHandler.Instance.LastState; if (state.IsKeyDown(Keys.N) && !npcSpawn && Entity.Position.X % 1 == 0 && Entity.Position.Y % 1 == 0) { List <EntityTemplate> list = Entity.World.EntityContainer.GetNpcs(); NPCEntity npc = list[0].CreateEntity(Entity.World.EntityFactory, true) as NPCEntity; npc.Facing = Entity.Facing; npc.Map = Entity.Map; npc.Position = Entity.Position; npc.MovementBehavior = new MovementBehavior(npc); npc.MovementBehavior.Pattern = MovementPattern.LogicalRandom; npc.MovementBehavior.Frequency = MovementFrequency.Normally; npc.MovementBehavior.Speed = MovementSpeed.Walking; Entity.Map.Entities.Add(npc); npcSpawn = true; } if (!state.IsKeyDown(Keys.N)) { npcSpawn = false; } if (state.IsKeyDown(Keys.Enter) && Entity is PlayerEntity) { UI ui = Entity.World.UIContainer.Get("StartMenu").CreateUI(Entity.World.ViewData.SpriteBatch, Entity as PlayerEntity); Entity.World.GameScene.UIManager.Add(ui); } MovementSpeed speed = MovementSpeed.Walking; if (state.IsKeyDown(Options.B)) { speed = MovementSpeed.Running; } if (state.IsKeyDown(Keys.Left)) { elapsed[0] += (float)time.ElapsedGameTime.TotalSeconds; } else { elapsed[0] = 0; } if (state.IsKeyDown(Keys.Right)) { elapsed[1] += (float)time.ElapsedGameTime.TotalSeconds; } else { elapsed[1] = 0; } if (state.IsKeyDown(Keys.Up)) { elapsed[2] += (float)time.ElapsedGameTime.TotalSeconds; } else { elapsed[2] = 0; } if (state.IsKeyDown(Keys.Down)) { elapsed[3] += (float)time.ElapsedGameTime.TotalSeconds; } else { elapsed[3] = 0; } const float turnTime = 0.1f; if (Entity.Movable) { if (!state.IsKeyDown(Keys.Left) && lastState.IsKeyDown(Keys.Left) && elapsed[0] < turnTime && Entity.Facing != Facing.Left) { Entity.TurnAround(Facing.Left, true); } else if (!state.IsKeyDown(Keys.Right) && lastState.IsKeyDown(Keys.Right) && elapsed[1] < turnTime && Entity.Facing != Facing.Right) { Entity.TurnAround(Facing.Right, true); } else if (!state.IsKeyDown(Keys.Up) && lastState.IsKeyDown(Keys.Up) && elapsed[2] < turnTime && Entity.Facing != Facing.Up) { Entity.TurnAround(Facing.Up, true); } else if (!state.IsKeyDown(Keys.Down) && lastState.IsKeyDown(Keys.Down) && elapsed[3] < turnTime && Entity.Facing != Facing.Down) { Entity.TurnAround(Facing.Down, true); } } if (state.IsKeyDown(Keys.Left) && (Entity.Facing == Facing.Left || (elapsed[0] >= turnTime))) { this.CacheMovement(Facing.Left, speed); } else if (state.IsKeyDown(Keys.Right) && (Entity.Facing == Facing.Right || (elapsed[1] > turnTime))) { this.CacheMovement(Facing.Right, speed); } else if (state.IsKeyDown(Keys.Up) && (Entity.Facing == Facing.Up || (elapsed[2] > turnTime))) { this.CacheMovement(Facing.Up, speed); } else if (state.IsKeyDown(Keys.Down) && (Entity.Facing == Facing.Down || (elapsed[3] > turnTime))) { this.CacheMovement(Facing.Down, speed); } } if (this.Queue.Count > 0 && this.Entity.Movable) { Movement movement = this.Queue.Dequeue(); this.Entity.TryMove(movement.Facing, movement.Speed); } //GameConsole.WriteLine("Elapsed: " + elapsed); }
public Movement(Facing direction, MovementSpeed speed) { this.Facing = direction; this.Speed = speed; }
/// <summary> /// Initializes a new instance of the <see cref="Move3DByAnimation"/> class. /// </summary> /// <param name="targetObject">The target object.</param> /// <param name="moveVector">The move vector.</param> /// <param name="moveSpeed">The speed which is used for movement calculation.</param> public Move3DByAnimation(IAnimatableObjectPosition targetObject, Vector3 moveVector, MovementSpeed moveSpeed) : base(targetObject) { m_targetObject = targetObject; m_moveVector = moveVector; m_moveHelper = new MovementAnimationHelper(moveSpeed, moveVector); // Switch animation to fixed-time type base.ChangeToFixedTime(m_moveHelper.MovementTime); }
public void TryMove(Facing dir, MovementSpeed speed) { player.TryMove(dir, speed); }
public int CompareTo(Hero hero) { return(MovementSpeed.CompareTo(hero.MovementSpeed)); }
public static MapEvent FromBytes(byte[] bytes) { using (MemoryStream stream = new MemoryStream(bytes)) { byte[] tempBytes = new byte[sizeof(int)]; stream.Read(tempBytes, 0, sizeof(int)); int nameLength = BitConverter.ToInt32(tempBytes, 0); tempBytes = new byte[nameLength]; stream.Read(tempBytes, 0, nameLength); string name = new string(Encoding.UTF8.GetChars(tempBytes, 0, nameLength)); tempBytes = new byte[sizeof(int)]; stream.Read(tempBytes, 0, sizeof(int)); int eventDataID = BitConverter.ToInt32(tempBytes, 0); stream.Read(tempBytes, 0, sizeof(int)); int mapX = BitConverter.ToInt32(tempBytes, 0); stream.Read(tempBytes, 0, sizeof(int)); int mapY = BitConverter.ToInt32(tempBytes, 0); tempBytes = new byte[sizeof(float)]; stream.Read(tempBytes, 0, sizeof(float)); float realX = BitConverter.ToSingle(tempBytes, 0); stream.Read(tempBytes, 0, sizeof(float)); float realY = BitConverter.ToSingle(tempBytes, 0); tempBytes = new byte[sizeof(int)]; stream.Read(tempBytes, 0, sizeof(int)); FacingDirection direction = (FacingDirection)BitConverter.ToInt32(tempBytes, 0); stream.Read(tempBytes, 0, sizeof(int)); int spriteID = BitConverter.ToInt32(tempBytes, 0); stream.Read(tempBytes, 0, sizeof(int)); EventTriggerType triggerType = (EventTriggerType)BitConverter.ToInt32(tempBytes, 0); stream.Read(tempBytes, 0, sizeof(int)); RenderPriority priority = (RenderPriority)BitConverter.ToInt32(tempBytes, 0); stream.Read(tempBytes, 0, sizeof(int)); MovementSpeed speed = (MovementSpeed)BitConverter.ToInt32(tempBytes, 0); stream.Read(tempBytes, 0, sizeof(int)); int particleEmitterID = BitConverter.ToInt32(tempBytes, 0); tempBytes = new byte[sizeof(bool)]; stream.Read(tempBytes, 0, sizeof(bool)); bool enabled = BitConverter.ToBoolean(tempBytes, 0); stream.Read(tempBytes, 0, sizeof(bool)); bool onBridge = BitConverter.ToBoolean(tempBytes, 0); MapEvent mapEvent = new MapEvent(name, eventDataID, mapX, mapY); mapEvent.RealX = realX; mapEvent.RealY = realY; mapEvent.EventDirection = direction; mapEvent.SpriteID = spriteID; mapEvent.TriggerType = triggerType; mapEvent.Enabled = enabled; mapEvent.Priority = priority; mapEvent.Speed = speed; mapEvent.OnBridge = onBridge; mapEvent.ParticleEmitterID = particleEmitterID; return(mapEvent); } }
public void ForceMove(Facing dir, MovementSpeed speed) { player.ForceMove(dir, speed); }
public IEncodable Decode(BinaryInput stream) { this.Facing = (Facing)stream.ReadByte(); this.Speed = (MovementSpeed)stream.ReadByte(); return(this); }
public IEncodable Decode(BinaryInput stream) { this.Pattern = (MovementPattern) stream.ReadByte(); this.Speed = (MovementSpeed) stream.ReadByte(); this.Count = stream.ReadInt16(); this.CurrentIndex = stream.ReadInt16(); this.Inverted = stream.ReadBoolean(); int c = stream.ReadInt32(); for (int i = 0; i < c; i++) { Movements.Add(stream.ReadObject<Movement>()); } return this; }