public void Show() { _isClosed = false; var player = _game.State.Player; _playerAsFeature = new PlayerAsFeature(player); var factory = _game.Factory; _label = factory.UI.GetLabel("TexturesPanelLabel", "", 100f, 30f, 0f, _parent.Height - 30f, _parent); _label.RenderLayer = _parent.RenderLayer; _playerAsFeature.PlaceInFeatureWindow(_parent); var animation = player.Outfit[AGSOutfit.Walk].Down; player.StartAnimation(animation); player.Position = (150f, 50f); player.Scale = (2f, 2f); foreach (var frame in animation.Frames) { frame.Sprite.BaseSize = (200f, 200f); } var textureOffset = player.AddComponent <ITextureOffsetComponent>(); animate(textureOffset); }
public void Show() { _shouldAnimate = true; var player = _game.State.Player; _playerAsFeature = new PlayerAsFeature(player); var factory = _game.Factory; _label = factory.UI.GetLabel("MoveAreaLabel", "Try Walking!", 100f, 30f, 10f, _parent.Height - 30f, _parent); _checkbox = factory.UI.GetCheckBox("MoveAreaCheckbox", (ButtonAnimation)null, null, null, null, 10f, _parent.Height - 60f, _parent, "Bind Area & Character", width: 20f, height: 20f); _checkbox.Checked = true; _shouldBindAreaToCharacter = true; _checkbox.OnCheckChanged.Subscribe(onBindChanged); var parent = factory.Object.GetObject("Elevator Parent"); parent.TreeNode.SetParent(_parent.TreeNode); parent.RenderLayer = _parent.RenderLayer; parent.Image = new EmptyImage(1f, 1f); parent.Opacity = 0; parent.X = 200f; parent.Y = 100f; var areaParent = factory.Object.GetObject("Elevator Area Parent"); areaParent.TreeNode.SetParent(parent.TreeNode); areaParent.RenderLayer = _parent.RenderLayer; _playerAsFeature.PlaceInFeatureWindow(parent); bool[,] maskArr = new bool[200, 200]; var mask = factory.Masks.Load(maskArr, "Elevator Mask", true, Colors.GreenYellow.WithAlpha(150)); var area = factory.Room.GetArea("Elevator Area", mask, true); area.Mask.DebugDraw.TreeNode.SetParent(areaParent.TreeNode); area.Mask.DebugDraw.RenderLayer = _parent.RenderLayer; var areaTranslate = area.AddComponent <ITranslateComponent>(); var areaRotate = area.AddComponent <IRotateComponent>(); player.Room.Areas.Add(area); player.PlaceOnWalkableArea(); player.Z = area.Mask.DebugDraw.Z - 1; _scheme.CurrentMode = RotatingCursorScheme.WALK_MODE; animate(parent, areaTranslate, areaRotate); }