public AnimationsPage() { InitializeComponent(); AnimationExtensionButton.Clicked += async(sender, args) => { await AnimationBox.Animate(new HeartAnimation()); }; }
public XamanimationPage() { InitializeComponent(); AnimationExtensionButton.Clicked += (sender, args) => { AnimationBox.Animate(new HeartAnimation()); }; }
public void addAnimationToList(GameObject prefab) { Vector3 pos = new Vector3(0, 0, 0); GameObject go = new GameObject("AnimationBox"); AnimationBox box = go.AddComponent <AnimationBox>(); box.init(prefab, pos); _bdElemList.Add(go); }
public void addActionAnimationToList(int charNumber, int actionId, int sucessId, string textAssociated = "") { Vector3 pos = new Vector3(0, 0, 0); GameObject go = new GameObject("ActionAnimation-" + charNumber + "-" + actionId + "-" + sucessId); AnimationBox box = go.AddComponent <AnimationBox>(); box.initAction(charNumber, actionId, sucessId, pos, textAssociated); _bdElemList.Add(go); }
public void addIntroAnimationToList(int partId) { Vector3 pos = new Vector3(0, 0, 0); GameObject go = new GameObject("Intro" + partId); AnimationBox box = go.AddComponent <AnimationBox>(); box.allowCameraMovement = false; //unactive parallax box.initIntro(partId, pos); _bdElemList.Add(go); }
//@param success : E: echec - ET : echec total - S : succes - ST : succes total public void addScenarFinalAnimationToList(int sceneId, string success, string textAssociated = "") { Vector3 pos = new Vector3(0, 0, 0); GameObject go = new GameObject("FinalScenarAnimation"); AnimationBox box = go.AddComponent <AnimationBox>(); box.allowCameraMovement = false; //unactive parallax box.initScenarFinal(sceneId, success, pos, textAssociated); _bdElemList.Add(go); }
public void addScenarAnimationToList(int sceneId, int partId) { Vector3 pos = new Vector3(0, 0, 0); GameObject go = new GameObject("ScenarAnimation"); AnimationBox box = go.AddComponent <AnimationBox>(); box.allowCameraMovement = false; //unactive parallax box.initScenar(sceneId, partId, pos); _bdElemList.Add(go); }
protected void AttackAnimation() { if (AnimationBox.Contains(attackAnimaton)) { animation.Load(attackAnimaton, -attackAnimatonTime); animation.Play(-1); } else { Debug.LogWarning("No attack animation: " + attackAnimaton); } }
public void addTrapAnimationToList(int trapId, string textAssociated = "") { if (trapId != GameManager.noItemId) { Vector3 pos = new Vector3(0, 0, 0); GameObject go = new GameObject("TrapAnimation-" + trapId); AnimationBox box = go.AddComponent <AnimationBox>(); box.allowCameraMovement = false; //unactive parallax box.initTrap(trapId, pos, textAssociated); _bdElemList.Add(go); } }
protected override void Load(EntityGUI.GUIFactory factory) { //Note: Animations currently have no associated file format so //we build them manually in code. //Loads two atlases that will be the basis for our animations. var webIconsAtlas = this.Resourses.LoadAsset <TextureAtlas>("Atlases\\WebIcons.atlas"); var osIconsAtlas = this.Resourses.LoadAsset <TextureAtlas>("Atlases\\OsIcons.atlas"); //Converts the atlases to arrays of frames. var anim0Frames = webIconsAtlas.Select((x) => x.Value).ToArray(); var anim1Frames = osIconsAtlas.Select((x) => x.Value).ToArray(); //Creates two animations from the animation frames. Animation anim0 = new Animation(anim0Frames, 5); Animation anim1 = new Animation(anim1Frames, 3); //Creates an animationbox with the anim0 animation. AnimationBox box0 = new AnimationBox(anim0); box0.Position = new OpenTK.Vector2(50, 50); box0.Size = new OpenTK.Vector2(256, 256); box0.BackgroundColor = Color.Purple * 0.1f; this.Panel.AddControl(box0); //Creates a second animationbox with the anim0 animation. //It should be noted that the animationbox clones the animation //so you can use the same animation on multiple boxes. AnimationBox box1 = new AnimationBox(anim0); box1.Position = new OpenTK.Vector2(50, box0.Bounds.Bottom + 50); box1.Size = new OpenTK.Vector2(256, 256); box1.BackgroundColor = Color.Yellow * 0.1f; this.Panel.AddControl(box1); AnimationBox box2 = new AnimationBox(anim1); box2.Position = new OpenTK.Vector2(this.Width - 50, 50); box2.Size = new OpenTK.Vector2(256, 256); box2.BackgroundColor = Color.Green * 0.1f; //Put the origin to the right to simplify placement. box2.Origin = Origin.TopRight; this.Panel.AddControl(box2); }
protected override void Load(EntityGUI.GUIFactory factory) { //Note: Animations currently have no associated file format so //we build them manually in code. //Loads two atlases that will be the basis for our animations. var webIconsAtlas = this.Resourses.LoadAsset<TextureAtlas>("Atlases\\WebIcons.atlas"); var osIconsAtlas = this.Resourses.LoadAsset<TextureAtlas>("Atlases\\OsIcons.atlas"); //Converts the atlases to arrays of frames. var anim0Frames = webIconsAtlas.Select((x) => x.Value).ToArray(); var anim1Frames = osIconsAtlas.Select((x) => x.Value).ToArray(); //Creates two animations from the animation frames. Animation anim0 = new Animation(anim0Frames, 5); Animation anim1 = new Animation(anim1Frames, 3); //Creates an animationbox with the anim0 animation. AnimationBox box0 = new AnimationBox(anim0); box0.Position = new OpenTK.Vector2(50, 50); box0.Size = new OpenTK.Vector2(256, 256); box0.BackgroundColor = Color.Purple * 0.1f; this.Panel.AddControl(box0); //Creates a second animationbox with the anim0 animation. //It should be noted that the animationbox clones the animation //so you can use the same animation on multiple boxes. AnimationBox box1 = new AnimationBox(anim0); box1.Position = new OpenTK.Vector2(50, box0.Bounds.Bottom + 50); box1.Size = new OpenTK.Vector2(256, 256); box1.BackgroundColor = Color.Yellow * 0.1f; this.Panel.AddControl(box1); AnimationBox box2 = new AnimationBox(anim1); box2.Position = new OpenTK.Vector2(this.Width - 50, 50); box2.Size = new OpenTK.Vector2(256, 256); box2.BackgroundColor = Color.Green * 0.1f; //Put the origin to the right to simplify placement. box2.Origin = Origin.TopRight; this.Panel.AddControl(box2); }
public void Load(string _name, float _FPS = 16) { if (AnimationBox.GetAnimation(_name) != null) { textures = AnimationBox.GetAnimation(_name).textures; } else { Debug.LogWarning("No animation '" + _name + "'"); } if (_FPS < 0) { FPS = -textures.Count / _FPS; } else { FPS = _FPS; } }