public StandBurner(IAudioEngine s, SceneBattle p, int pX, int pY, int power, Panel.COLOR union) : base(s, p, pX, pY, union) { this.height = 48; this.wide = 40; this.hp = 80; this.hitPower = power; this.hpmax = this.hp; this.unionhit = false; this.noslip = true; this.nohit = true; this.animationpoint.X = 12; this.motion = StandBurner.MOTION.up; this.guard = CharacterBase.GUARD.guard; this.positionre = this.position; this.PositionDirectSet(); this.speed = 2; }
public override void Updata() { if (this.moveflame) { switch (this.motion) { case StandBurner.MOTION.up: --this.animationpoint.X; switch (this.animationpoint.X) { case 0: this.motion = StandBurner.MOTION.fire; this.frame = 0; this.speed = 4; break; case 6: this.nohit = false; break; } break; case StandBurner.MOTION.fire: switch (this.frame) { case 1: this.parent.attacks.Add(new Dummy(this.sound, this.parent, this.position.X + this.UnionRebirth, this.position.Y, this.union, new Point(2, 0), 60, true)); break; case 12: this.sound.PlaySE(SoundEffect.fire); AttackBase attackBase1 = new ElementFire(this.sound, this.parent, this.position.X + this.UnionRebirth, this.position.Y, this.union, this.hitPower, 18, ChipBase.ELEMENT.heat, false, 0); attackBase1.positionDirect.X -= 48 * this.UnionRebirth; attackBase1.positionDirect.Y += 2f; this.parent.attacks.Add(attackBase1); break; case 15: this.sound.PlaySE(SoundEffect.fire); AttackBase attackBase2 = new ElementFire(this.sound, this.parent, this.position.X + 2 * this.UnionRebirth, this.position.Y, this.union, this.hitPower, 18, ChipBase.ELEMENT.heat, false, 0); attackBase2.positionDirect.X -= 48 * this.UnionRebirth; attackBase2.positionDirect.Y += 2f; this.parent.attacks.Add(attackBase2); break; case 18: this.sound.PlaySE(SoundEffect.fire); AttackBase attackBase3 = new ElementFire(this.sound, this.parent, this.position.X + 3 * this.UnionRebirth, this.position.Y, this.union, this.hitPower, 18, ChipBase.ELEMENT.heat, false, 0); attackBase3.positionDirect.X -= 48 * this.UnionRebirth; attackBase3.positionDirect.Y += 2f; this.parent.attacks.Add(attackBase3); break; case 100: this.motion = StandBurner.MOTION.down; this.frame = 0; this.speed = 2; break; } break; case StandBurner.MOTION.down: ++this.animationpoint.X; switch (this.animationpoint.X) { case 6: this.nohit = true; break; case 12: this.MoveRandom(false, false); this.position = this.positionre; this.PositionDirectSet(); this.motion = StandBurner.MOTION.up; this.frame = 0; break; } break; } } this.FlameControl(this.speed); base.Updata(); }