public void NextSprite() { this.Model.AllSprites["Explosion"].SubRect.x = currentSprite * (Model.AllSprites["Explosion"].TextureWidth / NB_SPRITES); currentSprite++; if (currentSprite > NB_SPRITES) { MainEventBus.PostEvent(new SceneStateEvent(SceneStateEvent.Type.DESPAWN_ENTITY, this)); } }
public override void Execute() { MainEventBus.PostEvent(eventToThrow); }
//Accessors //Methods public override void Execute() { MainEventBus.PostEvent(new SceneStateEvent(SceneStateEvent.Type.CHANGE_SCENE, new ExitScene())); }
private void LaunchBullet() { WeaponProjectileObject bullet = projectileSpawner.Spawn(); MainEventBus.PostEvent(new SceneStateEvent(SceneStateEvent.Type.SPAWN_NEW_ENTITY, bullet)); }
public override void Execute() { time.Reset(); MainEventBus.PostEvent(new SceneStateEvent(SceneStateEvent.Type.SPAWN_GROUP)); }
//Accessors //Methods public override void Execute() { MainEventBus.PostEvent(new SceneStateEvent(SceneStateEvent.Type.CHANGE_SCENE, new PlayScene(playparameters))); }
//Accessors //Methods public override void Execute() { MainEventBus.PostEvent(new SceneStateEvent(SceneStateEvent.Type.DESPAWN_ENTITY, owner)); }
//Accessors //Methods public override void Execute() { MainEventBus.PostEvent(new SceneStateEvent(SceneStateEvent.Type.FLIP_MENU)); }