public override void Update(BaseScene scene, FrameTick elapsedTime) { base.Update(scene, elapsedTime); if (Finished && ResultAnim.AnimIndex != "") { int totalTime = ResultAnim.FrameTime * ResultAnim.GetTotalFrames(GraphicsManager.GetAttackSheet(ResultAnim.AnimIndex).TotalFrames); WrappedRainAnim anim = new WrappedRainAnim(ResultAnim, totalTime); anim.SetupEmitted(MapLoc, 0, Dir8.None); scene.Anims[(int)Layer].Add(anim); } }
public void SetUp() { TotalTime = Cycles > 0 ? Anim.FrameTime * Anim.GetTotalFrames(GraphicsManager.GetAttackSheet(Anim.AnimIndex).TotalFrames) * Math.Max(1, Cycles) : TotalTime; }
public override void Update(BaseScene scene, FrameTick elapsedTime) { CurrentBurstTime += elapsedTime; while (CurrentBurstTime >= Math.Max(1, BurstTime)) { CurrentBurstTime -= Math.Max(1, BurstTime); for (int ii = 0; ii < ParticlesPerBurst; ii++) { if (Anims.Count > 0) { List <int> openDirs = getOpenDirs(); int openIndex = openDirs[MathUtils.Rand.Next(openDirs.Count)]; Coverages[openIndex] = true; double angle = (openIndex + MathUtils.Rand.NextDouble()) * Math.PI / 4; int dist = StartDistance + MathUtils.Rand.Next(StartVariance + 1); Loc startDelta = new Loc((int)Math.Round(Math.Cos(angle) * dist), (int)Math.Round(Math.Sin(angle) * dist)); double endAngle = MathUtils.Rand.NextDouble() * Math.PI * 2; int endDist = MathUtils.Rand.Next(EndDistance + 1); Loc endDelta = new Loc((int)Math.Round(Math.Cos(endAngle) * endDist), (int)Math.Round(Math.Sin(endAngle) * endDist)); Loc particleSpeed = ((UseDest ? Destination : Origin) + endDelta - (Origin + startDelta)) * GraphicsManager.MAX_FPS / TravelTime; Loc startLoc = Origin + startDelta; { AnimData animData = Anims[MathUtils.Rand.Next(Anims.Count)]; AnimData scaledAnim = new AnimData(animData); DirSheet fxSheet = GraphicsManager.GetAttackSheet(animData.AnimIndex); scaledAnim.FrameTime = (int)Math.Ceiling((float)TravelTime / scaledAnim.GetTotalFrames(fxSheet.TotalFrames) / Math.Max(1, Cycles)); ParticleAnim anim = new ParticleAnim(scaledAnim, 0, TravelTime); anim.SetupEmitted(startLoc, particleSpeed, Loc.Zero, 0, 0, 0, particleSpeed.ApproximateDir8()); scene.Anims[(int)Layer].Add(anim); } } } CurrentBursts++; if (CurrentBursts >= Math.Max(1, Bursts)) { break; } } }
public Emote(AnimData anim, int height, int cycles) { Anim = anim; locHeight = height; TotalTime = anim.FrameTime * anim.GetTotalFrames(GraphicsManager.GetAttackSheet(anim.AnimIndex).TotalFrames) * cycles; }