public void setUpActionDefenition( SpriteGlobals.spriteDirections direction, SpriteGlobals.spriteActions action, AnimationDefenition actionDefenition ) { // Start setUpActionDefenition. _spriteAnimationList[ (int)direction, (int)action ] = actionDefenition; }
public void setUp( string spriteName, int numberOfDirections = 0, int numberOfActions = 0, bool isSavable = false, string SavePathAndName = null ) { //Start setUp. _spriteName = spriteName; _saveable = isSavable; _savePathAndName = SavePathAndName; if( numberOfDirections == 0 && numberOfActions == 0 ) _spriteAnimationList = new AnimationDefenition[ SpriteGlobals.numberOfDirections, SpriteGlobals.numberOfActions ]; else if( numberOfDirections == 0 && numberOfActions != 0 ) _spriteAnimationList = new AnimationDefenition[ SpriteGlobals.numberOfDirections, numberOfActions ]; else if( numberOfDirections != 0 && numberOfActions == 0 ) _spriteAnimationList = new AnimationDefenition[ numberOfDirections, SpriteGlobals.numberOfActions ]; else _spriteAnimationList = new AnimationDefenition[ numberOfDirections, numberOfActions ]; // Getting the size of the arrays: directionCount = _spriteAnimationList.GetLength(0); actionCount = _spriteAnimationList.GetLength(1); // Initializing the objects in the arrays: for ( i = 0; i < directionCount; i++) { for (j = 0; j < actionCount; j++ ) { _spriteAnimationList[i, j] = new AnimationDefenition(); } } }