// Use this for initialization void Start() { normalAnimation = this.transform.Find("NormalAnimation").GetComponent <Animation2D>(); openDoorAnimation = this.transform.Find("OpenDoorAnimation").GetComponent <Animation2D>(); deathSound = this.transform.Find("DeathSound").GetComponent <AudioSource>(); onHitSound = this.transform.Find("OnHitSound").GetComponent <AudioSource>(); }
/// <summary> /// Add coins /// </summary> private void AddCoins() { var cratesLayer = this.tiledMap.ObjectLayers["Coins"]; Animation2D anim; int i = 0; foreach (var obj in cratesLayer.Objects) { Entity crateEntity = new Entity("coin_" + (i++)) { Tag = "coin" } .AddComponent(new Transform2D() { LocalPosition = new Vector2(obj.X, obj.Y), Origin = Vector2.Center, DrawOrder = -9 }) .AddComponent(new Sprite("Content/coin.png") { SourceRectangle = new Rectangle(0, 128, 16, 16) }) .AddComponent(anim = Animation2D.Create <TexturePackerGenericXml>("Content/coin.xml").Add("flip", new SpriteSheetAnimationSequence() { First = 1, Length = 8, FramesPerSecond = 12 })) .AddComponent(new AnimatedSpriteRenderer(DefaultLayers.Alpha, AddressMode.PointWrap)) .AddComponent(new CircleCollider()) ; this.EntityManager.Add(crateEntity); anim.CurrentAnimation = "flip"; anim.Play(true); } }
void LoadAnimations() { //Load aniamtions foreach (NamedSprite animatedSprite in animations) { Animation2D anim = new Animation2D(animatedSprite.sprite, animatedSprite.priority, animatedSprite.name, false, animatedSprite.loop, animatedSprite.fadeOut); _resourceManager.GetAnimationManager().AddAnimation(anim); } //Load animation Sets foreach (NamedSpriteSet animatedSpriteSet in animationSets) { List <Animation2D> animList = new List <Animation2D>(); foreach (NamedSprite animatedSprite in animatedSpriteSet.spriteList) { Animation2D anim = new Animation2D(animatedSprite.sprite, animatedSprite.priority, animatedSprite.name, false, animatedSprite.loop, animatedSprite.fadeOut); animList.Add(anim); } AnimationSet2D animSet = new AnimationSet2D(animatedSpriteSet.name, animList); _resourceManager.GetAnimationManager().AddAnimationSet(animSet); } //Load Temporary Sprites in the same fasion foreach (NamedSprite tempSprite in temporarySprites) { Animation2D anim = new Animation2D(tempSprite.sprite, tempSprite.priority, tempSprite.name, true, tempSprite.loop, tempSprite.fadeOut); TempSpriteManager.GetInstance().AddAnimation(anim); } }
/// <summary> /// Initializes a new instance of the <see cref="Kite" /> class. /// </summary> public Kite() { this.Transform = new Transform2D() { X = WaveServices.ViewportManager.VirtualWidth / 4, Y = WaveServices.ViewportManager.VirtualHeight / 2, Origin = Vector2.Center }; this.entity = new Entity("kite") .AddComponent(this.Transform) .AddComponent(new Sprite(Textures.KITE_ANIMS)) .AddComponent(Animation2D.Create <TexturePackerGenericXml>(Textures.KITE_ANIMS_XML) .Add(this.kiteAnimations[0], new SpriteSheetAnimationSequence() { First = 1, Length = 9, FramesPerSecond = 27 }) .Add(this.kiteAnimations[1], new SpriteSheetAnimationSequence() { First = 10, Length = 9, FramesPerSecond = 27 }) .Add(this.kiteAnimations[2], new SpriteSheetAnimationSequence() { First = 19, Length = 9, FramesPerSecond = 27 })) .AddComponent(new AnimatedSpriteRenderer(typeof(ObstaclesLayer))) .AddComponent(new PerPixelCollider(Textures.KITE_COLLID, 0.5f)) .AddComponent(new KiteBehavior()); }
private void Animation_AnimationPlay(Animation2D sender) { if (sender.CurrentFrame == sender.FrameCount / 3) { TBAR.Instance.PlaySound("Sounds/StandAbilityEffects/TimeSkip"); } }
public void PlayAnimation(string animation_name, float speed, bool loop = true) { bool already_playing = false; if (curr_animation != null) { if (curr_animation.GetName() == animation_name) { already_playing = true; } } if (!already_playing) { Animation2D anim = GetAnimation(animation_name); if (anim != null) { curr_animation = anim; this.speed = speed; this.loop = loop; timer.Start(); curr_animation_sprite = 0; } } }
/// <summary> /// Создание объекта, отвечающего за сборку ракет по заданным правилам. /// </summary> /// <param name="scene">Сцена, в которой будут создаваться ракеты.</param> /// <param name="rocketTex">Текстура создаваемой ракеты.</param> /// <param name="explosionAnim">Анимация взрыва создаваемой ракеты.</param> /// <param name="rocket">Компонент создаваемой ракеты.</param> public RocketBuilder(Scene scene, Texture2D rocketTex, Animation2D explosionAnim, Rocket rocket) { this.scene = scene; this.rocketTex = rocketTex; this.explosionAnim = explosionAnim; this.rocket = rocket; }
public override void OnInspectorGUI() { serializedObject.Update(); Animation2D anim = target as Animation2D; SerializedProperty sp = serializedObject.FindProperty("m_animator"); Animator animator = sp.objectReferenceValue as Animator; for (int i = 0; i < (int)GameType.AnimationState.Max; i++) { Animation2D.AnimStateInfo stateInfo = anim.m_animStateInfo.Find(arg => arg.state == (GameType.AnimationState)i); if (stateInfo == null) { stateInfo = new Animation2D.AnimStateInfo(); anim.m_animStateInfo.Add(stateInfo); } stateInfo.state = (GameType.AnimationState)i; stateInfo.name = ((GameType.AnimationState)i).ToString(); stateInfo.nameHash = Animator.StringToHash(stateInfo.name); stateInfo.clip = EditorGUILayout.ObjectField(stateInfo.name, stateInfo.clip, typeof(AnimationClip), false) as AnimationClip; EditorUtility.SetDirty(anim); EditorUtility.SetDirty(animator); serializedObject.ApplyModifiedProperties(); } base.OnInspectorGUI(); }
// This player plays the given animation public void Animate(Animation2D a) { curAnimation.Stop(); curAnimation = a; a.outputRenderer = GetComponent <SpriteRenderer>(); curAnimation.Play(true); }
public void OnAnimationDone(Animation2D animation2D) { if (animation2D.name == animationToPlay.name) { contentToShow.active = true; } }
/// <summary> /// Create Yurei, the main character /// </summary> private void CreateYurei() { Entity startDust = new Entity("dust") { Enabled = false } .AddComponent(new Transform2D() { Position = new Vector2(0, WaveServices.ViewportManager.BottomEdge - 27), DrawOrder = 140, Origin = new Vector2(0.75f, 1) }) .AddComponent(new Sprite("Content/Dust/Dust")) .AddComponent(Animation2D.Create <TexturePackerGenericXml>("Content/Dust/Dust.xml") .Add("start", new SpriteSheetAnimationSequence() { First = 0, Length = 13, FramesPerSecond = 30 })) .AddComponent(new AnimatedSpriteRenderer(typeof(ForegroundLayer))); EntityManager.Add(startDust); this.yurei = new YureiDecorator( "yurei", new Vector3( 500, WaveServices.ViewportManager.BottomEdge - 82, 150), Vector3.One * 0.85f, startDust, typeof(ForegroundLayer)); EntityManager.Add(yurei); }
private void ChangeAnimation() { if (animation_changed) { animation_changed = false; bool already_playing = false; if (curr_animation != null) { if (curr_animation.GetName() == animation_to_change) { already_playing = true; } } if (!already_playing) { Animation2D anim = GetAnimation(animation_to_change); if (anim != null) { curr_animation = anim; this.speed = speed_to_set; this.loop = loop_to_set; timer.Start(); curr_animation_sprite = 0; } } } }
public void Initialize() { if (!isInitialized) { isInitialized = true; animations = new List <Animation2D>(this.GetComponentsInChildren <Animation2D>()); foreach (Animation2D animation2D in animations) { animation2D.Initialize(); if (!animationsByName.ContainsKey(animation2D.name)) { animationsByName.Add(animation2D.name, animation2D); if (!animation2D.playOnStartup) { animation2D.Stop(); animation2D.Hide(); } else { currentAnimation = animation2D; } } } } }
private void CreateBackground() { var background = new Entity("Background") .AddComponent(new Sprite("Content/BG.wpk")) .AddComponent(new SpriteRenderer(DefaultLayers.Opaque)) .AddComponent(new Transform2D { DrawOrder = 1 }); this.EntityManager.Add(background); var countdownAnimation = new Entity("Countdown") .AddComponent(new Transform2D() { X = WaveServices.ViewportManager.VirtualWidth - 20, Y = 20, Origin = Vector2.UnitX }) .AddComponent(new Sprite("Content/Countdown.wpk")) .AddComponent(Animation2D.Create <TexturePackerGenericXml>("Content/Countdown.xml") .Add("Default", new SpriteSheetAnimationSequence() { First = 1, Length = 5, FramesPerSecond = 1 })) .AddComponent(new AnimatedSpriteRenderer()); this.EntityManager.Add(countdownAnimation); this.countdownAnimationComponent = countdownAnimation.FindComponent <Animation2D>(); }
public void PlayAnimationByNameReversed(string animationName) { Animation2D foundAnimation; animationsByName.TryGetValue(animationName, out foundAnimation); if (!canSwitchAnimations) { return; } if (foundAnimation) { if (currentAnimation) { if (currentAnimation.GetComponent <Blink2D>()) { currentAnimation.GetComponent <Blink2D>().StopBlinking(); } currentAnimation.Stop(); currentAnimation.Hide(); } foundAnimation.Show(); foundAnimation.Play(false, true, false); currentAnimation = foundAnimation; } }
public virtual void PlayAnimationByName(string animationName, bool reset = false, bool useTimeOut = false, bool force = false) { Animation2D foundAnimation; animationsByName.TryGetValue(animationName, out foundAnimation); if (!force && !canSwitchAnimations) { return; } if (foundAnimation) { if (currentAnimation) { if (currentAnimation.GetComponent <Blink2D>()) { currentAnimation.GetComponent <Blink2D>().StopBlinking(); } currentAnimation.Stop(); currentAnimation.Hide(); } foundAnimation.Show(); foundAnimation.Play(reset, false, useTimeOut); currentAnimation = foundAnimation; } }
public void OnReverseAnimationDone(Animation2D animation2D) { if (animation2D.name == "SwitchingHat") { DispatchMessage("OnHatTakenOff", null); } }
/// <summary> /// /// </summary> /// <param name="drawing">is this sprite drawing?</param> /// <param name="spriteBatch">spritebatch from game class</param> /// <param name="location">sprite location on screen</param> /// <param name="tex">texture</param> /// <param name="col">color overlay for texture</param> /// <param name="effects">spriteeffects to be applied at draw</param> /// <param name="rotation">sprite rotation</param> /// <param name="rotationOrigin">Origin of Rotation</param> /// <param name="depth">depth layer of sprite</param> /// <param name="startinganimation">name of starting animation</param> /// <param name="startingframe">frame to start on</param> /// <param name="updating">is the sprite updating?</param> /// <param name="startingAnim">the Animation that is used at start</param> public CollidingAdvancedSprite(string name, Vector2 location, Texture2D tex, Color col, SpriteEffects effects, float rotation, Vector2 rotationOrigin, float depth, string startinganimation, int startingframe, bool updating, Animation2D startingAnim, bool drawing) : base(name, location, tex, col, effects, rotation, rotationOrigin, depth, startinganimation, startingframe, updating, startingAnim, drawing) { }
protected override void ResolveDependencies() { base.ResolveDependencies(); this.explisionAnimation2D = this.Owner.FindChild("Particles") .FindComponent <Animation2D>(); }
// fills fields with appropriate Animation2D objects for later reference private void animationSetup() { // ready animations Animation2D[] allAnimations = GetComponentsInChildren <Animation2D>(); foreach (Animation2D a in allAnimations) { if (a.gameObject == this.gameObject) {// animations on this if (a.name.Equals("Idle")) { idleAnim = a; curAnimation = a; } } else {// animations on children of this if (a.name.Equals("BusterCharging")) { chargingAnim = a; } else if (a.name.Equals("BusterCharged")) { chargedAnim = a; } } } }
public void ShowAnimationAdditive(string name) { Animation2D found = GetAnimationByName(name); currentAdditiveAnimation = found; currentAdditiveAnimation.Show(); }
// Use this for initialization void Awake() { sadAnimation = this.transform.Find("Sad Animation").GetComponent <Animation2D>(); happyAnimation = this.transform.Find("Happy Animation").GetComponent <Animation2D>(); triggerListener = this.GetComponentInChildren <TriggerListener2D>(); triggerListener.AddEventListener(this.gameObject); }
public void ResumeAnimationSynced(string animationName, bool useTimeOut = false) { Animation2D foundAnimation; animationsByName.TryGetValue(animationName, out foundAnimation); if (foundAnimation) { if (currentAnimation != foundAnimation) { int savedFrame = 0; if (currentAnimation) { savedFrame = currentAnimation.GetPreviousFrame(); currentAnimation.Stop(); currentAnimation.Hide(); } foundAnimation.SetCurrentFrame(savedFrame); foundAnimation.Show(); foundAnimation.Play(false, false, useTimeOut); } currentAnimation = foundAnimation; } }
private Inventory.RocketBuilder[] CreateRockets() { Texture2D rocketTex = Texture2D.LoadTexture(ROCKET_TEXTURE_PATH); AddTexture(rocketTex); Texture2D powerfulRocketTex = Texture2D.LoadTexture(POWERFULROCKET_TEXTURE_PATH); AddTexture(powerfulRocketTex); Texture2D fastRocketTex = Texture2D.LoadTexture(FASTROCKET_TEXTURE_PATH); AddTexture(fastRocketTex); Animation2D explosionAnim = Animation2D.LoadAnimation(EXPLOSION_ANIMATION_PATH, 5); explosionAnim.AnimationTime = 120; AddTexture(explosionAnim); return(new Inventory.RocketBuilder[] { new Inventory.RocketBuilder(this, powerfulRocketTex, explosionAnim, new DoubleDamageRocket(new DoubleCooldownRocket(new BaseRocket()))), new Inventory.RocketBuilder(this, fastRocketTex, explosionAnim, new HalfDamageRocket(new HalfCooldownRocket(new BaseRocket()))), new Inventory.RocketBuilder(this, rocketTex, explosionAnim, new BaseRocket()) }); }
public TimeSkipVisual() { Animation = new Animation2D("Textures/TimeSkipVFX", 22, 30) { Active = true }; }
/// <summary> /// Initializes a new instance of the <see cref="AnimatedSpriteRenderer" /> class. /// </summary> /// <param name="layer">Layer type.</param> /// <param name="samplerMode">The sampler mode.</param> public AnimatedSpriteRenderer(Type layer, AddressMode samplerMode = AddressMode.LinearClamp) : base("AnimatedSpriteRenderer" + instances++, layer) { this.Transform2D = null; this.Sprite = null; this.Animation2D = null; this.samplerMode = samplerMode; }
public Animation2D GetAnimationByName(string animationName) { Animation2D foundAnimation = null; animationsByName.TryGetValue(animationName, out foundAnimation); return(foundAnimation); }
public void PlayAnimation(AnimationType type) { frameIndex = 0; timer = 0; IsPlaying = true; currentAnimation = GetAnimationByType(type); renderer.flipY = currentAnimation.Mirror; }
// While the animation is still running, pauses and unpauses it as necessary private IEnumerator pauseCheck(Animation2D anim) { while (!anim.isStopped) { anim.paused = Controller.paused; yield return(0); } }
public TimBehavior() : base("TimBehavior") { this.direction = NONE; this.anim2D = null; this.trans2D = null; this.currentState = AnimState.Idle; }
void assignAnimation2DParentValues(string spriteType, Animation2DParent animation2DParent, Animation2D animation2D, GameObject spriteContainer) { switch(spriteType) { case "body": { animation2DParent.body = animation2D; assignAnimationGameObject(spriteContainer,animation2D); break; } default: { break; } } }
void Awake() { this.scoreLabelTexture = (Texture2D)Resources.Load("UI/score"); this.stageLabelTexture = (Texture2D)Resources.Load("UI/stage"); this.gameOverTexture = (Texture2D)Resources.Load("UI/gameover"); this.brokenTexture = (Texture2D)Resources.Load("UI/broken"); this.outerTexture = (Texture2D)Resources.Load("UI/outer"); this.lifeTexture = (Texture2D)Resources.Load ("UI/life"); this.continueTexture = (Texture2D)Resources.Load ("UI/continue"); this.scoreNumberTexture = new NumberTexture("UI/numbers", 37, 50); this.stageNumberTexture = new NumberTexture("UI/numbers", 37, 50); this.audio.volume = this.maxVolume; this.state = GameState.Start; this.levelManager = GameObject.FindWithTag("LevelManager"); this.currentLevel = this.initialLevel; this.audioPlayer = GameObject.Find("AudioPlayer").GetComponent<AudioSource>(); this.initialLevel = this.currentLevel; this.lives[0] = this.initialLife; this.lives[1] = this.initialLife; this.startAnimation = new Animation2D(new Rect((Screen.width - 800) / 2, (Screen.height - 600) / 2, 800, 600), "UI/Start/start", 57); this.destroyedEnemies = new List<Enemy>(); this.Replay(); }
void Start() { GetComponent<Rigidbody>().sleepThreshold = 0; // a good player never sleeps! tag = "Player"; // WE are the player, okaaaay?! if(GetComponent<Animation2D>()) { animation_2d_component = GetComponent<Animation2D>() as Animation2D; // get the animation component } if(!player_graphic_pointer) // no graphic plane? then we must be the graphic plane! player_graphic_pointer=transform; }
public void SetSelectionSprite(Animation2D selectionSprite) { Vector2 screenDimensions = new Vector2(ScreenManager.GraphicsDevice.Viewport.Width, ScreenManager.GraphicsDevice.Viewport.Height); selectionLoader = new DrawableAsset<Animation2D>(Vector2.Zero, new Vector2(0, -1), new Vector2(screenDimensions.X / 4.0f, screenDimensions.X / 4.0f), selectionSprite); }
void SwitchAnimation(string animationName) { if(_animDict.ContainsKey(animationName)) { _currentAnimation = _animDict[animationName]; _currentFrameX = 0; _currentFrameY = _currentAnimation.frameY - 1; InitMaterial(); _playing = true; } }
void assignAnimationGameObject(GameObject spriteContainer, Animation2D animation2D) { switch (spriteContainer.name) { case "walking_s": { walking_s = spriteContainer; break; } case "idle_s": { idle_s = spriteContainer; break; } case "attack_s": { attack_s = spriteContainer; break; } case "walking_e": { walking_e = spriteContainer; break; } case "idle_e": { idle_e = spriteContainer; break; } case "walking_n": { walking_n = spriteContainer; break; } case "idle_n": { idle_n = spriteContainer; break; } case "walking_w": { walking_w = spriteContainer; break; } case "idle_w": { idle_w = spriteContainer; break; } default: { break; } } }