public string NormalizeSequence(Actor self, string sequence) { return(RenderSprites.NormalizeSequence(DefaultAnimation, self.GetDamageState(), sequence)); }
public Bib(Actor self, BibInfo info) { this.info = info; rs = self.Trait <RenderSprites>(); bi = self.Info.TraitInfo <BuildingInfo>(); }
public WithFacingSpriteBody(ActorInitializer init, WithFacingSpriteBodyInfo info) : base(init, info, RenderSprites.MakeFacingFunc(init.Self)) { }
public void DamageStateChanged(Actor self, AttackInfo e) { overlay.ReplaceAnim(RenderSprites.NormalizeSequence(overlay, e.DamageState, overlay.CurrentSequence.Name)); }
public WithDeathAnimation(Actor self, WithDeathAnimationInfo info) { Info = info; rs = self.Trait <RenderSprites>(); }
public SmokeTrailWhenDamaged(Actor self, SmokeTrailWhenDamagedInfo info) { this.info = info; body = self.Trait <BodyOrientation>(); getFacing = RenderSprites.MakeFacingFunc(self); }
public void Charging(Actor self, Target target) { charging = true; overlay.PlayThen(RenderSprites.NormalizeSequence(overlay, self.GetDamageState(), info.Sequence), () => charging = false); }