Пример #1
0
        public void InitFromXml(string szXmlName, string szXmlFileName, string szXmlLoop)
        {
            string szWeapon = szXmlName.Substring(0, 3).ToLower();

            this.nWeaponType = WeaponType.WT_NONE;
            for (WeaponType weapon_type = WeaponType.WT_1H_SLASH; weapon_type <= WeaponType.WT_GUNPOWDER; weapon_type++)
            {
                if (szWeapon == ConvertString.GetWeaponTypeStr(weapon_type))
                {
                    this.nWeaponType = weapon_type;
                    break;
                }
            }

            this.szName = szXmlName;

            this.szFileName = szXmlFileName;
            if (szXmlLoop.ToLower() == "loop")
            {
                this.nLoopType = AnimationLoopType.ALT_LOOP;
            }
            else
            {
                this.nLoopType = AnimationLoopType.ALT_LASTFRAME;
            }
        }
 public StoryboardAnimation(string path, Anchor origin, Vector2 initialPosition, int frameCount, double frameDelay, AnimationLoopType loopType)
     : base(path, origin, initialPosition)
 {
     FrameCount = frameCount;
     FrameDelay = frameDelay;
     LoopType   = loopType;
 }
Пример #3
0
 public ModelAnimation()
 {
     nWeaponType = WeaponType.WT_NONE;
     szName      = "";
     szFileName  = "";
     nLoopType   = AnimationLoopType.ALT_LOOP;
 }
Пример #4
0
        static public string GetAnimationLoopTypeStr(AnimationLoopType nLoopType)
        {
            switch (nLoopType)
            {
            case AnimationLoopType.ALT_LOOP: return("loop");

            case AnimationLoopType.ALT_LASTFRAME: return("lastframe");
            }

            return("");
        }
Пример #5
0
        public void Set(WeaponType nWeaponType, string szName, string szFileName, AnimationLoopType nLoopType)
        {
            this.nWeaponType = nWeaponType;
            this.szFileName  = szFileName;
            this.nLoopType   = nLoopType;

            string header = "";

            if (nWeaponType != WeaponType.WT_NONE)
            {
                header = ConvertString.GetWeaponTypeStr(nWeaponType) + "_";
            }

            this.szName = header + szName;
        }
Пример #6
0
        public bool InsertAnimation(WeaponType nWeaponType, string szName, string szFileName, AnimationLoopType nLoopType)
        {
            ModelAnimation ani = FindAnimation(nWeaponType, szName);

            if (ani != null)
            {
                return(false);
            }

            ani = new ModelAnimation();
            ani.Set(nWeaponType, szName, szFileName, nLoopType);
            m_Animations.Add(ani);

            if (nWeaponType != WeaponType.WT_NONE)
            {
                SetupWeaponAniNames();
            }
            m_bEdited = true;
            return(true);
        }
Пример #7
0
        public bool EditAnimation(WeaponType nWeaponType, string szOldName, string szName, string szFileName, AnimationLoopType nLoopType)
        {
            ModelAnimation ani = FindAnimation(nWeaponType, szOldName);

            if (ani == null)
            {
                return(false);
            }

            if ((szOldName == szName) && (szFileName == ani.szFileName) && (nLoopType == ani.nLoopType))
            {
                return(false);
            }

            ani.Set(nWeaponType, szName, szFileName, nLoopType);

            m_bEdited = true;
            return(true);
        }