Пример #1
0
 protected void update_frame()
 {
     if (moving)
     {
         update_move_animation();
     }
     else if (Highlighted)
     {
         update_highlighted_animation();
     }
     else
     {
         update_idle_animation();
     }
     Map_Object.UpdateSpriteFrame((Graphics.Map.Character_Sprite)Unit_Sprite, Facing, Frame);
     Unit_Sprite.mirrored = Constants.Team.flipped_map_sprite(Team) &&
                            (!moving || (Facing != 4 && Facing != 6));
 }
Пример #2
0
 static Unit_Passable tile_unit_passability(Game_Unit unit, Vector2 loc, Map_Object unit_here)
 {
     if (unit.is_passable_team(unit_here))
     {
         return(Unit_Passable.PassableAlly);
     }
     else
     {
         if (unit.is_evented_move)
         {
             return(Unit_Passable.PassableFullMoveEnemy);
         }
         else if (unit.can_pass_enemies())
         {
             return(Unit_Passable.PassableAlly);
         }
         if (Ignore_Units)
         {
             return(Unit_Passable.PassableEnemy);
         }
         return(Unit_Passable.Blocked);
     }
 }