Пример #1
0
 private void onRoleStateChanged(Object sender, ERoleState oldState)
 {
     // 过时
     //if (GameMgr.Instance.InEditorMode &&
     //    GameMgr.Instance.SceneEditor.Item != null &&
     //    (GameMgr.Instance.SceneEditor.Item.GetType().Name == "Role" ||
     //    GameMgr.Instance.SceneEditor.Item.GetType().Name == "RoyMustang"))
     //    GameMgr.Instance.SceneEditor.LoadItemInfo("角色状态");
 }
Пример #2
0
 private void ChangeStateAction(ERoleState state)
 {
     switch (state)
     {
         case ERoleState.Free:
             RoleState = ERoleState.Free;
             AnimTexture.PlaySeq("Free");
             break;
         case ERoleState.Running:
             RoleState = ERoleState.Running;
             AnimTexture.PlaySeq("Running");
             break;
         case ERoleState.Jumping:
             RoleState = ERoleState.Jumping;
             AnimTexture.PlaySeq("Jumping");
             float hSpeed =  Vector2.Dot(speedFromPhysics, RightVector);
             jumpForce = new Vector2((float)Math.Cos(UpRotation) * JumpForce, (float)Math.Sin(UpRotation) * JumpForce);
             jumpTime = 0;
             jumpState = 0;
             continueJump = true;
             break;
         case ERoleState.Falling:
             RoleState = ERoleState.Falling;
             AnimTexture.PlaySeq("Falling");
             float hSpeed1 =  Vector2.Dot(speedFromPhysics, RightVector);
             break;
     }
 }