private IEnumerator AnimateMe(float speed) { StartCoroutine(AllAnimations.SimpleLerp(gameObject, movePosList.Peek(), speed)); movePosList.Dequeue(); if (movePosList.Count > 0) { yield return(new WaitForSeconds(speed + 0.01f)); AnimationStart(speed); } }
public MainWindow() { InitializeComponent(); CreateLeds(ChristmasLightsController.Setup()); AnimationDropDown.ItemsSource = AllAnimations.Values; var x = string.Join("\n", AllAnimations.Select(a => $"{a.Key}:{a.Value}")); _lastLoop = DateTime.Now; _timer = new DispatcherTimer { Interval = TimeSpan.FromMilliseconds(50) }; _timer.Tick += Loop; _timer.Start(); }
private static void BuildFromContext() { switch( Context ) { case Context.US_PSP: Abilities = new AllAbilities( PSPResources.Binaries.Abilities, PSPResources.Binaries.AbilityEffects, PSPResources.Binaries.ItemAbilityEffects, PSPResources.Binaries.ReactionAbilityEffects ); AbilityAnimations = new AllAnimations( Context, PSPResources.Binaries.AbilityAnimations, PSPResources.Binaries.AbilityAnimations ); Items = new AllItems( PSPResources.Binaries.OldItems, PSPResources.Binaries.NewItems ); ItemAttributes = new AllItemAttributes( PSPResources.Binaries.OldItemAttributes, PSPResources.Binaries.NewItemAttributes ); Jobs = new AllJobs( Context, PSPResources.Binaries.Jobs ); JobLevels = new JobLevels( Context, PSPResources.Binaries.JobLevels, new JobLevels( Context, PSPResources.Binaries.JobLevels ) ); SkillSets = new AllSkillSets( Context, PSPResources.Binaries.SkillSets, PSPResources.Binaries.SkillSets ); MonsterSkills = new AllMonsterSkills( PSPResources.Binaries.MonsterSkills ); ActionMenus = new AllActionMenus( PSPResources.Binaries.ActionEvents, Context ); StatusAttributes = new AllStatusAttributes( PSPResources.Binaries.StatusAttributes ); InflictStatuses = new AllInflictStatuses( PSPResources.Binaries.InflictStatuses ); PoachProbabilities = new AllPoachProbabilities( PSPResources.Binaries.PoachProbabilities ); ENTDs = new AllENTDs( PSPResources.Binaries.ENTD1, PSPResources.Binaries.ENTD2, PSPResources.Binaries.ENTD3, PSPResources.Binaries.ENTD4, PSPResources.Binaries.ENTD5 ); MoveFind = new AllMoveFindItems( Context, PSPResources.Binaries.MoveFind, new AllMoveFindItems( Context, PSPResources.Binaries.MoveFind ) ); StoreInventories = new AllStoreInventories( Context, PSPResources.Binaries.StoreInventories, PSPResources.Binaries.StoreInventories ); Propositions = new AllPropositions( PSPResources.Binaries.Propositions, PSPResources.Binaries.Propositions, false ); break; case Context.US_PSX: Abilities = new AllAbilities( PSXResources.Binaries.Abilities, PSXResources.Binaries.AbilityEffects, PSXResources.Binaries.ItemAbilityEffects, PSXResources.Binaries.ReactionAbilityEffects ); AbilityAnimations = new AllAnimations( Context, PSXResources.Binaries.AbilityAnimations, PSXResources.Binaries.AbilityAnimations ); Items = new AllItems( PSXResources.Binaries.OldItems, null ); ItemAttributes = new AllItemAttributes( PSXResources.Binaries.OldItemAttributes, null ); Jobs = new AllJobs( Context, PSXResources.Binaries.Jobs ); JobLevels = new JobLevels( Context, PSXResources.Binaries.JobLevels, new JobLevels( Context, PSXResources.Binaries.JobLevels ) ); SkillSets = new AllSkillSets( Context, PSXResources.Binaries.SkillSets, PSXResources.Binaries.SkillSets ); MonsterSkills = new AllMonsterSkills( PSXResources.Binaries.MonsterSkills ); ActionMenus = new AllActionMenus( PSXResources.Binaries.ActionEvents, Context ); StatusAttributes = new AllStatusAttributes( PSXResources.Binaries.StatusAttributes ); InflictStatuses = new AllInflictStatuses( PSXResources.Binaries.InflictStatuses ); PoachProbabilities = new AllPoachProbabilities( PSXResources.Binaries.PoachProbabilities ); ENTDs = new AllENTDs( PSXResources.Binaries.ENTD1, PSXResources.Binaries.ENTD2, PSXResources.Binaries.ENTD3, PSXResources.Binaries.ENTD4 ); MoveFind = new AllMoveFindItems( Context, PSXResources.Binaries.MoveFind, new AllMoveFindItems( Context, PSXResources.Binaries.MoveFind ) ); StoreInventories = new AllStoreInventories( Context, PSXResources.Binaries.StoreInventories, PSXResources.Binaries.StoreInventories ); Propositions = new AllPropositions( PSXResources.Binaries.Propositions, PSXResources.Binaries.Propositions, false ); break; default: throw new ArgumentException(); } }
private static void LoadDataFromBytes( IList<byte> abilities, IList<byte> abilityEffects, IList<byte> itemAbilityEffects, IList<byte> reactionEffects, IList<byte> abilityAnimations, IList<byte> oldItems, IList<byte> oldItemAttributes, IList<byte> newItems, IList<byte> newItemAttributes, IList<byte> jobs, IList<byte> jobLevels, IList<byte> skillSets, IList<byte> monsterSkills, IList<byte> actionMenus, IList<byte> statusAttributes, IList<byte> inflictStatuses, IList<byte> poach, IList<byte> entd1, IList<byte> entd2, IList<byte> entd3, IList<byte> entd4, IList<byte> entd5, IList<byte> moveFind, IList<byte> inventories, IList<byte> propositions, bool brokenLevelBonuses ) { try { bool psp = Context == Context.US_PSP; var Abilities = new AllAbilities( abilities, abilityEffects, itemAbilityEffects, reactionEffects ); var AbilityAnimations = new AllAnimations( Context, abilityAnimations, psp ? PSPResources.Binaries.AbilityAnimations : PSXResources.Binaries.AbilityAnimations ); var Items = new AllItems( oldItems, newItems != null ? newItems : null ); var ItemAttributes = new AllItemAttributes( oldItemAttributes, newItemAttributes != null ? newItemAttributes : null ); var Jobs = new AllJobs( Context, jobs ); var JobLevels = new JobLevels( Context, jobLevels, new JobLevels( Context, Context == Context.US_PSP ? PSPResources.Binaries.JobLevels : PSXResources.Binaries.JobLevels ) ); var SkillSets = new AllSkillSets( Context, skillSets, Context == Context.US_PSP ? PSPResources.Binaries.SkillSets : PSXResources.Binaries.SkillSets ); var MonsterSkills = new AllMonsterSkills( monsterSkills ); var ActionMenus = new AllActionMenus( actionMenus, Context ); var StatusAttributes = new AllStatusAttributes( statusAttributes ); var InflictStatuses = new AllInflictStatuses( inflictStatuses ); var PoachProbabilities = new AllPoachProbabilities( poach ); var ENTDs = psp ? new AllENTDs( entd1, entd2, entd3, entd4, entd5 ) : new AllENTDs( entd1, entd2, entd3, entd4 ); var MoveFind = new AllMoveFindItems( Context, moveFind, new AllMoveFindItems( Context, psp ? PSPResources.Binaries.MoveFind : PSXResources.Binaries.MoveFind ) ); var StoreInventories = new AllStoreInventories( Context, inventories, psp ? PSPResources.Binaries.StoreInventories : PSXResources.Binaries.StoreInventories ); var Propositions = new AllPropositions( propositions, psp ? PSPResources.Binaries.Propositions : PSXResources.Binaries.Propositions, brokenLevelBonuses ); FFTPatch.Propositions = Propositions; FFTPatch.Abilities = Abilities; FFTPatch.AbilityAnimations = AbilityAnimations; FFTPatch.Items = Items; FFTPatch.ItemAttributes = ItemAttributes; FFTPatch.Jobs = Jobs; FFTPatch.JobLevels = JobLevels; FFTPatch.SkillSets = SkillSets; FFTPatch.MonsterSkills = MonsterSkills; FFTPatch.ActionMenus = ActionMenus; FFTPatch.StatusAttributes = StatusAttributes; FFTPatch.InflictStatuses = InflictStatuses; FFTPatch.PoachProbabilities = PoachProbabilities; FFTPatch.ENTDs = ENTDs; FFTPatch.MoveFind = MoveFind; FFTPatch.StoreInventories = StoreInventories; } catch( Exception ) { throw new LoadPatchException(); } }
public void UpdateView(AllAnimations animations) { dataGridView1.DataSource = null; dataGridView1.DataSource = new MyBindingList(new List <Animation>(animations.Animations)); }