Exemplo n.º 1
0
        public void MoveSprite(int layer, int x, int y, int z, int angle, int easetype, float alpha, float wait, bool isblocking)
        {
            Layer layer2 = GetLayer(layer);

            layer2.MoveLayer(x, y, z, alpha, easetype, wait, isblocking, adjustAlpha: true);
            layer2.SetAngle((float)angle, wait);
        }
Exemplo n.º 2
0
 public void DrawSprite(int layer, string texture, string mask, int x, int y, int z, int originx, int originy, int angle, int style, float alpha, int priority, float wait, bool isblocking)
 {
     gameSystem.RegisterAction(delegate
     {
         Layer layer2 = GetLayer(layer);
         if (layer2.IsInUse)
         {
             layer2.ReleaseTextures();
         }
         UpdateLayerMask(layer2, priority);
         Vector2?origin = null;
         if (originx != 0 || originy != 0)
         {
             origin = new Vector2((float)originx, (float)originy);
         }
         layer2.DrawLayer(texture, x, y, z, origin, 1f - alpha, /*isBustshot:*/ false, 0, wait, isblocking);
         layer2.SetAngle((float)angle, 0f);
         layer2.SetPriority(priority);
         if (style == 1)
         {
             layer2.SwitchToAlphaShader();
         }
         gameSystem.ExecuteActions();
     });
 }
Exemplo n.º 3
0
        public void DrawSprite(int layer, string texture, string mask, int x, int y, int z, int originx, int originy, int angle, int style, float alpha, int priority, float wait, bool isblocking)
        {
            Layer layer2 = GetLayer(layer);

            UpdateLayerMask(layer2, priority);
            Vector2?origin = null;

            if (originx != 0 || originy != 0)
            {
                origin = new Vector2((float)originx, (float)originy);
            }
            layer2.DrawLayer(texture, x, y, z, origin, 1f - alpha, /*isBustshot:*/ false, 0, wait, isblocking);
            layer2.SetAngle((float)angle, 0f);
            layer2.SetPriority(priority);
            if (style == 1)
            {
                layer2.SwitchToAlphaShader();
            }
        }