private void OnCrosshairMoved(CrosshairArgs e) { EventHandler <CrosshairArgs> handler = CrosshairMoved; if (handler != null) { handler(this, e); } }
private void OnCrosshairMoved(CrosshairArgs e) { EventHandler<CrosshairArgs> handler = CrosshairMoved; if (handler != null) handler(this, e); }
private void HandleCrosshairEvents(object sender, CrosshairArgs crosshairArgs) { _crosshairPos = crosshairArgs.Data.Position; //get angle between player's gun and a crosshair var rotation = (float) Math.Atan2(_crosshairPos.Y - GunPoint.Y, _crosshairPos.X - GunPoint.X); //change players direction if necessary UpdateDirection(ref rotation); //wrap angle and apply boundaries rotation = MathHelper.WrapAngle(rotation); rotation = MathHelper.Clamp(rotation, -MathHelper.Pi / 3, MathHelper.Pi / 4); _gunRotation = rotation; _stationaryGunPoint = Vector2Util.RotateAboutOrigin(_stationaryGunPoint, _topOrigin, (float)_gunRotation); GunPoint = _stationaryGunPoint; }