public static Storyboard GetAnimation(AnimationDirection? animationDirection, bool isInAnimation, int animationTimeMS, IEasingFunction easingFunction = null) { var xAxis = "RenderTransform.(TranslateTransform.X)"; var yAxis = "RenderTransform.(TranslateTransform.Y)"; var easing = easingFunction != null ? easingFunction : new QuadraticEase(); var opac = GetOpac(isInAnimation, animationTimeMS); var story = new Storyboard(); (story as IAddChild).AddChild(opac); DoubleAnimation anim = null; if (animationDirection != null) { if (isInAnimation) { anim = new DoubleAnimation(animationDirection == AnimationDirection.Left || animationDirection == AnimationDirection.Top ? -30 : 30, 0, new Duration(new TimeSpan(0, 0, 0, 0, animationTimeMS))) { EasingFunction = easing }; } else { anim = new DoubleAnimation(0, animationDirection == AnimationDirection.Left || animationDirection == AnimationDirection.Top ? -30 : 30, new Duration(new TimeSpan(0, 0, 0, 0, animationTimeMS))) { EasingFunction = easing }; } if (anim != null) { anim.SetValue(Storyboard.TargetPropertyProperty, new PropertyPath(animationDirection == AnimationDirection.Left || animationDirection == AnimationDirection.Right ? xAxis : yAxis)); (story as IAddChild).AddChild(anim); } } return story; }
public static AnimationDirection GetOppositeDirection(AnimationDirection direction) { switch (direction) { case AnimationDirection.Left: return AnimationDirection.Right; case AnimationDirection.Right: return AnimationDirection.Left; } return AnimationDirection.Left; }
public static Vector2 GetFacingFromDirection(AnimationDirection direction) { switch (direction) { case AnimationDirection.Right: return new Vector2(1f, 0f); case AnimationDirection.Left: return new Vector2(-1f, 0f); } return Vector2.Zero; }
public PlayerEntity(ThrongGameScreen gameScreen, Clip clip, Vector2 position, Vector2 scale, float rotation) : base(gameScreen, clip, position, scale, rotation, PHYSICS_OFFSET, PHYSICS_RADIUS) { EntityType = Type.Player; _animDirection = AnimationDirection.Right; LoadSounds(gameScreen.Content); SetupAnimations(clip); SwitchToIdle(); }
public static Vector2 GetFacingFromDirection(AnimationDirection direction) { switch (direction) { case AnimationDirection.Right: return new Vector2(1f, 0f); case AnimationDirection.Left: return new Vector2(-1f, 0f); case AnimationDirection.Up: return new Vector2(0f, -1f); case AnimationDirection.Down: return new Vector2(0f, 1f); case AnimationDirection.DiagonalUpLeft: return new Vector2(-1f, -1f); case AnimationDirection.DiagonalUpRight: return new Vector2(1f, -1f); case AnimationDirection.DiagonalDownLeft: return new Vector2(-1f, 1f); case AnimationDirection.DiagonalDownRight: return new Vector2(1f, 1f); } return Vector2.Zero; }
public static AnimationDirection GetOppositeDirection(AnimationDirection direction) { switch (direction) { case AnimationDirection.Left: return AnimationDirection.Right; case AnimationDirection.Right: return AnimationDirection.Left; case AnimationDirection.Up: return AnimationDirection.Down; case AnimationDirection.Down: return AnimationDirection.Up; case AnimationDirection.DiagonalUpLeft: return AnimationDirection.DiagonalDownRight; case AnimationDirection.DiagonalUpRight: return AnimationDirection.DiagonalDownLeft; case AnimationDirection.DiagonalDownLeft: return AnimationDirection.DiagonalUpRight; case AnimationDirection.DiagonalDownRight: return AnimationDirection.DiagonalUpLeft; } return AnimationDirection.Down; }
public void Start() { animating = true; if (isToggle) { if (currentFrame == 0) { direcaoDaAnimacao = AnimationDirection.Normal; } else if (currentFrame == frameCount - 1) { direcaoDaAnimacao = AnimationDirection.Inversa; } } }
//---------------------------------------------------------------------- void UpdateDirection() { if( Time >= Delay + Duration ) { switch( Loop ) { case AnimationLoop.NoLoop: Time = Delay + Duration; break; case AnimationLoop.Loop: Time -= Delay + Duration; break; case AnimationLoop.LoopBackAndForth: Time = (Delay + Duration) - ( Time - (Delay + Duration) ); Direction = ( Direction == AnimationDirection.Forward ) ? AnimationDirection.Backward : AnimationDirection.Forward; break; } } else if( Time < 0 ) { switch( Loop ) { case AnimationLoop.NoLoop: Time = 0; break; case AnimationLoop.Loop: Time += Delay + Duration; break; case AnimationLoop.LoopBackAndForth: Time = -Time; Direction = ( Direction == AnimationDirection.Forward ) ? AnimationDirection.Backward : AnimationDirection.Forward; break; } } }
/// <summary> /// Creates a new <b>FormAnimator</b> object for the specified form using the specified method in the specified direction over the specified duration /// </summary> /// <param name="form"> /// The form to be animated /// </param> /// <param name="method"> /// The animation method used to show and hide the form /// </param> /// <param name="direction"> /// The direction in which to animate the form /// </param> /// <param name="duration"> /// The number of milliseconds over which the animation is played /// </param> /// <remarks> /// The <i>direction</i> argument will have no effect if the <b>Center</b> or <b>Fade</b> method is /// specified /// </remarks> public FormAnimator(Form form, AnimationMethod method, AnimationDirection direction, int duration) : this(form, method, duration) { _direction = direction; }
public void SetDirection(AnimationDirection direction) { this.playerAnimation.SetFloat("Dir", (float)direction); }
public void StartNewAnimation(AnimationDirection animationDirection, Point animationSource, object[] data = null) { if (!IsAnimating() || InterruptAnimation) { if (Singular && animationDirections.Count > 0) { animationDirections[0] = animationDirection; } else { animationDirections.Add(animationDirection); } if (Singular && animationSources.Count > 0) { animationSources[0] = animationSource; } else { animationSources.Add(animationSource); } if (!(Singular && animationProgresses.Count > 0)) { switch (animationDirections[animationDirections.Count - 1]) { case AnimationDirection.InOutRepeatingIn: case AnimationDirection.InOutIn: case AnimationDirection.In: animationProgresses.Add(MIN_VALUE); break; case AnimationDirection.InOutRepeatingOut: case AnimationDirection.InOutOut: case AnimationDirection.Out: animationProgresses.Add(MAX_VALUE); break; default: throw new Exception("Invalid AnimationDirection"); } } if (Singular && animationDatas.Count > 0) { animationDatas[0] = data ?? new object[] { }; } else { animationDatas.Add(data ?? new object[] { }); } } animationTimer.Start(); }
public virtual Task HandlePanReset(IEnumerable <View> views, CardsView cardsView, AnimationDirection animationDirection, IEnumerable <View> inactiveViews) { var view = views.FirstOrDefault(); if (view == null) { return(Task.FromResult(true)); } var animTimePercent = 1 - (cardsView.GetSize() - Abs(GetTranslationX(view, cardsView))) / cardsView.GetSize(); var animLength = (uint)(AnimationLength * animTimePercent) * 3 / 2; if (animLength == 0) { return(Task.FromResult(true)); } return(new AnimationWrapper(v => SetTranslationX(view, v, cardsView), GetTranslationX(view, cardsView), 0) .Commit(view, nameof(HandlePanApply), 16, animLength, AnimEasing)); }
public virtual Task HandleAutoNavigate(IEnumerable <View> views, CardsView cardsView, AnimationDirection animationDirection, IEnumerable <View> inactiveViews) { var view = views.FirstOrDefault(); if (view == null) { return(Task.FromResult(false)); } view.IsVisible = true; return(new AnimationWrapper(v => SetTranslationX(view, v, cardsView), GetTranslationX(view, cardsView), 0) .Commit(view, nameof(HandleAutoNavigate), 16, AnimationLength, AnimEasing)); }
public override void HandlePanChanged(IEnumerable <View> views, CardsView cardsView, double xPos, AnimationDirection animationDirection, IEnumerable <View> inactiveViews) { var view = views.FirstOrDefault(); if (animationDirection == AnimationDirection.Null || view == null) { HandleInitView(views, cardsView, (AnimationDirection)Sign(GetTranslationX(view))); HandleInitView(inactiveViews, cardsView, (AnimationDirection)Sign(GetTranslationX(inactiveViews?.FirstOrDefault()))); return; } var step = GetStep(cardsView); var checkValue = Sign((int)animationDirection) * step + xPos; if (Abs(checkValue) > step || (animationDirection == AnimationDirection.Prev && checkValue > 0) || (animationDirection == AnimationDirection.Next && checkValue < 0)) { return; } var otherViews = views.Union(inactiveViews ?? Enumerable.Empty <View>()).Except(Enumerable.Repeat(view, 1)); ProceedPositionChanged(Sign((int)animationDirection) * step + xPos, view, otherViews, cardsView); }
public void SetDirection(AnimationDirection dir) { if (currentDirection != dir) { //douglas - Added this here currentDirection = dir; //no need to make it equal outside of if statement playerObject.transform.Find("Graphics").localScale = new Vector3(playerObject.transform.Find("Graphics").localScale.x * -1, playerObject.transform.Find("Graphics").localScale.y, playerObject.transform.Find("Graphics").localScale.z); } }
public override void HandleInitView(IEnumerable <View> views, CardsView cardsView, AnimationDirection animationDirection) { var index = 0; foreach (var view in views ?? Enumerable.Empty <View>()) { ++index; if (view == null) { continue; } SetTranslationX(view, Sign((int)animationDirection) * (cardsView.IsRightToLeftFlowDirectionEnabled ? -1 : 1) * GetStep(cardsView) * index, cardsView, true); } }
public override Task HandlePanApply(IEnumerable <View> views, CardsView cardsView, AnimationDirection animationDirection, IEnumerable <View> inactiveViews) { var view = views.FirstOrDefault(); if (view == null) { return(Task.FromResult(true)); } var step = GetStep(cardsView); var animTimePercent = (step - Abs(GetTranslationX(view))) / step; var animLength = (uint)(AnimationLength * animTimePercent); if (animLength == 0) { return(Task.FromResult(true)); } var otherViews = views.Union(inactiveViews ?? Enumerable.Empty <View>()).Except(Enumerable.Repeat(view, 1)); return(new AnimationWrapper(v => ProceedPositionChanged(v, view, otherViews, cardsView), GetTranslationX(view), -Sign((int)animationDirection) * step) .Commit(view, nameof(HandlePanReset), 16, animLength, AnimEasing)); }
private static sbyte DrawInternal ( UltimaBatcher2D batcher, Mobile owner, Item entity, int x, int y, bool mirror, sbyte frameIndex, bool hasShadow, ushort id, bool isHuman, bool isParent = true, bool isMount = false, float alpha = 0 ) { if (id >= Constants.MAX_ANIMATIONS_DATA_INDEX_COUNT || owner == null) { return(0); } ushort hueFromFile = _viewHue; byte animGroup = AnimationsLoader.Instance.AnimGroup; AnimationDirection direction = AnimationsLoader.Instance.GetBodyAnimationGroup(ref id, ref animGroup, ref hueFromFile, isParent) .Direction[AnimationsLoader.Instance.Direction]; AnimationsLoader.Instance.AnimID = id; if (direction == null || direction.Address == -1 || direction.FileIndex == -1) { if (!(_transform && entity == null && !hasShadow)) { return(0); } } if (direction == null || (direction.FrameCount == 0 || direction.Frames == null) && !AnimationsLoader.Instance.LoadDirectionGroup(ref direction)) { if (!(_transform && entity == null && !hasShadow)) { return(0); } } if (direction == null) { return(0); } direction.LastAccessTime = Time.Ticks; int fc = direction.FrameCount; if (fc > 0 && frameIndex >= fc || frameIndex < 0) { frameIndex = 0; } if (frameIndex < direction.FrameCount) { AnimationFrameTexture frame = direction.Frames[frameIndex]; if (frame == null || frame.IsDisposed) { if (!(_transform && entity == null && !hasShadow)) { return(0); } goto SKIP; } frame.Ticks = Time.Ticks; if (mirror) { x -= frame.Width - frame.CenterX; } else { x -= frame.CenterX; } y -= frame.Height + frame.CenterY; SKIP: if (hasShadow) { batcher.DrawSpriteShadow(frame, x, y, mirror); } else { ushort hue = _viewHue; bool partialHue = false; if (hue == 0) { hue = entity?.Hue ?? owner.Hue; partialHue = !isMount && entity != null && entity.ItemData.IsPartialHue; if ((hue & 0x8000) != 0) { partialHue = true; hue &= 0x7FFF; } if (hue == 0) { hue = hueFromFile; if (hue == 0 && _equipConvData.HasValue) { hue = _equipConvData.Value.Color; } partialHue = false; } } ResetHueVector(); ShaderHueTranslator.GetHueVector(ref HueVector, hue, partialHue, alpha); if (_transform) { const float UPPER_BODY_RATIO = 0.35f; const float MID_BODY_RATIO = 0.60f; const float LOWER_BODY_RATIO = 0.94f; if (entity == null && isHuman) { int frameHeight = frame?.Height ?? 61; _characterFrameStartY = y - (frame != null ? 0 : frameHeight - SIT_OFFSET_Y); _characterFrameHeight = frameHeight; _startCharacterWaistY = (int)(frameHeight * UPPER_BODY_RATIO) + _characterFrameStartY; _startCharacterKneesY = (int)(frameHeight * MID_BODY_RATIO) + _characterFrameStartY; _startCharacterFeetY = (int)(frameHeight * LOWER_BODY_RATIO) + _characterFrameStartY; if (frame == null) { return(0); } } float h3mod = UPPER_BODY_RATIO; float h6mod = MID_BODY_RATIO; float h9mod = LOWER_BODY_RATIO; if (entity != null) { float itemsEndY = y + frame.Height; if (y >= _startCharacterWaistY) { h3mod = 0; } else if (itemsEndY <= _startCharacterWaistY) { h3mod = 1.0f; } else { float upperBodyDiff = _startCharacterWaistY - y; h3mod = upperBodyDiff / frame.Height; if (h3mod < 0) { h3mod = 0; } } if (_startCharacterWaistY >= itemsEndY || y >= _startCharacterKneesY) { h6mod = 0; } else if (_startCharacterWaistY <= y && itemsEndY <= _startCharacterKneesY) { h6mod = 1.0f; } else { float midBodyDiff; if (y >= _startCharacterWaistY) { midBodyDiff = _startCharacterKneesY - y; } else if (itemsEndY <= _startCharacterKneesY) { midBodyDiff = itemsEndY - _startCharacterWaistY; } else { midBodyDiff = _startCharacterKneesY - _startCharacterWaistY; } h6mod = h3mod + midBodyDiff / frame.Height; if (h6mod < 0) { h6mod = 0; } } if (itemsEndY <= _startCharacterKneesY) { h9mod = 0; } else if (y >= _startCharacterKneesY) { h9mod = 1.0f; } else { float lowerBodyDiff = itemsEndY - _startCharacterKneesY; h9mod = h6mod + lowerBodyDiff / frame.Height; if (h9mod < 0) { h9mod = 0; } } } batcher.DrawCharacterSitted(frame, x, y, mirror, h3mod, h6mod, h9mod, ref HueVector); } else if (frame != null) { batcher.DrawSprite(frame, x, y, mirror, ref HueVector); int yy = -(frame.Height + frame.CenterY + 3); int xx = -frame.CenterX; if (mirror) { xx = -(frame.Width - frame.CenterX); } if (xx < owner.FrameInfo.X) { owner.FrameInfo.X = xx; } if (yy < owner.FrameInfo.Y) { owner.FrameInfo.Y = yy; } if (owner.FrameInfo.Width < xx + frame.Width) { owner.FrameInfo.Width = xx + frame.Width; } if (owner.FrameInfo.Height < yy + frame.Height) { owner.FrameInfo.Height = yy + frame.Height; } } if (frame.Contains(mirror ? x + frame.Width - SelectedObject.TranslatedMousePositionByViewport.X : SelectedObject.TranslatedMousePositionByViewport.X - x, SelectedObject.TranslatedMousePositionByViewport.Y - y)) { SelectedObject.Object = owner; } if (entity != null && entity.ItemData.IsLight) { Client.Game.GetScene <GameScene>() .AddLight(owner, entity, mirror ? x + frame.Width : x, y); } } return(AnimationsLoader.Instance.DataIndex[id] .MountedHeightOffset); } return(0); }
public virtual void HandlePanChanged(IEnumerable <View> views, CardsView cardsView, double xPos, AnimationDirection animationDirection, IEnumerable <View> inactiveViews) { var view = views.FirstOrDefault(); var inactiveView = inactiveViews.FirstOrDefault(); if (view != null) { view.IsVisible = true; } if (inactiveView != null) { inactiveView.IsVisible = false; } if (Abs(xPos) > cardsView.GetSize() || (animationDirection == AnimationDirection.Prev && xPos < 0) || (animationDirection == AnimationDirection.Next && xPos > 0)) { return; } if (animationDirection == AnimationDirection.Null) { xPos = Sign(xPos) * Min(Abs(xPos / 4), NoItemMaxPanDistance); } SetTranslationX(view, xPos, cardsView); }
/// <summary> /// 播放动画片段 /// </summary> /// <param name="anim"></param> /// <param name="name"></param> /// <param name="dir"></param> /// <returns></returns> public static AnimationState PlayAnimation(Animation anim, string name, AnimationDirection dir) { if (string.IsNullOrEmpty(name)) name = anim.clip.name; var state = anim[name]; if (state) { float speed = state.speed; if (dir == AnimationDirection.Toggle) { if (speed > 0 && state.time == 0 ) dir = AnimationDirection.Reverse; else dir = AnimationDirection.Forward; } if (dir == AnimationDirection.Reverse && state.time == 0f) { state.time = state.length; } else if (dir == AnimationDirection.Forward && state.time == state.length) { state.time = 0f; } state.speed = Mathf.Abs(speed) * (int)dir; anim.Play(name); anim.Sample(); } return state; }
public AnimKey(State state, Weapon weapon, AnimationDirection direction) { State = state; Weapon = weapon; Direction = direction; }
/// <summary> /// 播放动画片段 /// </summary> /// <param name="anim"></param> /// <param name="name"></param> /// <param name="dir"></param> /// <returns></returns> public static AnimatorStateInfo PlayAnimator(Animator anim, string name, AnimationDirection dir) { var state = anim.GetCurrentAnimatorStateInfo (0); float speed = anim.GetFloat("speed"); float normalizedTime = 1; if (dir == AnimationDirection.Toggle) { if (speed > 0) dir = AnimationDirection.Reverse; else dir = AnimationDirection.Forward; } if (dir == AnimationDirection.Reverse) { anim.SetFloat("speed", -1 * Mathf.Abs(speed)); normalizedTime = 1; } else if (dir == AnimationDirection.Forward ) { anim.SetFloat("speed", Mathf.Abs(speed)); normalizedTime = 0; } if (!string.IsNullOrEmpty(name)) anim.Play(name,0,normalizedTime); else anim.Play (state.fullPathHash,0,normalizedTime); return state; }
public void Play(AnimationBehaviour behaviour, AnimationDirection direction, int loopCount) { throw new NotImplementedException(); }
/// <summary> /// Запустить анимацию движения элемента. /// </summary> /// <param name="direction">Направление движения.</param> private void PlayAnimationMove(AnimationDirection direction) { if (_animation == null) return; var str = string.Empty; switch (direction) { case AnimationDirection.Up: str = AnimationNames.MoveUp; break; case AnimationDirection.Right: str = AnimationNames.MoveRight; break; case AnimationDirection.Down: str = AnimationNames.MoveDown; break; case AnimationDirection.Left: str = AnimationNames.MoveLeft; break; } if (!string.IsNullOrEmpty(str)) _animation.Play(str); }
public void StartNewAnimation(AnimationDirection animationDirection, object[] data = null) { StartNewAnimation(animationDirection, new Point(0, 0), data); }
public AnimKey(State state, AnimationDirection direction) { State = state; Direction = direction; }
public void SetDirection(AnimationDirection direction) { if (!Singular) throw new Exception("Animation is not set to Singular."); if (animationProgresses.Count == 0) throw new Exception("Invalid animation"); animationDirections[0] = direction; }
public void Play(AnimationBehaviour behaviour, AnimationDirection direction, int loopCount) { }
public AnimationParams(AnimationMethod method, AnimationDirection direction) { Method = method; Direction = direction; Duration = DEFAULT_DURATION; }
void SetCurrentDirection() { Tweak.Stats = ""; Tweak.Stats += "_animDirection: " + _animDirection.ToString() + "\r\n"; Tweak.Stats += "_movementDirection: " + _movementDirection.ToString() + "\r\n"; if (_movementDirection != Vector2.Zero) { // Get direction we are pushing AnimationDirection newDirection = DirectionHelper.GetDirectionFromHeading(_movementDirection); if (newDirection == _animDirection) return; if (newDirection == DirectionHelper.GetOppositeDirection(_animDirection)) { // If pushing in the opposite direction to current facing, change instantly _animDirection = newDirection; PlayNewCharacterAnimation(); } else { // Only change when our heading when velocity starts moving slightly towards our heading Vector2 velocity = DynamicBody.LinearVelocity; if (velocity.LengthSquared() < 0.01f) return; Vector2 normalHeading = Vector2.Normalize(_movementDirection); Vector2 normalVelocity = Vector2.Normalize(velocity); float directionDotProduct = Vector2.Dot(normalHeading, normalVelocity); if (directionDotProduct > DIRECTION_CHANGE_THRESHOLD) { _animDirection = newDirection; PlayNewCharacterAnimation(); } } } }
public AnimationParams(AnimationMethod method, AnimationDirection direction, int duration) : this(method, direction) { Duration = duration; }
private static Vector2 handleKeyboardMovement(KeyboardState keystate) { Vector2 keyMovement = Vector2.Zero; if (keystate.IsKeyDown(Keys.W)) { CurrentAnimationDirection = AnimationDirection.Backward; keyMovement.Y--; } if (keystate.IsKeyDown(Keys.S)) { CurrentAnimationDirection = AnimationDirection.Forward; keyMovement.Y++; } if (keystate.IsKeyDown(Keys.A)) { CurrentAnimationDirection = AnimationDirection.Left; keyMovement.X--; } if (keystate.IsKeyDown(Keys.D)) { CurrentAnimationDirection = AnimationDirection.Right; keyMovement.X++; } return keyMovement; }
public void SetDirection(AnimationDirection dir) { if(currentDirection != dir) { switchOrientation = true; } currentDirection = dir; }
public void Play(AnimationBehaviour behaviour, AnimationDirection direction) { }
// Use this for initialization void Start() { gameStateManagerRef = gameObject.GetComponent<GameStateManager>(); inputManagerRef = gameObject.GetComponent<InputManager>(); // by default, player should be facing right // since we typically start from the left and head right currentDirection = AnimationDirection.RIGHT; List<Texture2D> walkList = new List<Texture2D>(); PopulateWalkAnimations(walkList); walkAnimation = new Animation(walkList, Animation.AnimationState.WALK); List<Texture2D> idleList = new List<Texture2D>(); PopulateIdleAnimations(idleList); idleAnimation = new Animation(idleList, Animation.AnimationState.IDLE); List<Texture2D> standList = new List<Texture2D>(); PopulateStandAnimations(standList); standAnimation = new Animation(standList, Animation.AnimationState.STAND); List<Texture2D> jumpList = new List<Texture2D>(); PopulateJumpAnimations(jumpList); jumpAnimation = new Animation(jumpList, Animation.AnimationState.JUMP); allAnimations.Add(walkAnimation); allAnimations.Add(standAnimation); allAnimations.Add(idleAnimation); currFrame = 0; timeToWait = 1 / FPS; currentAnim = standAnimation; }
void UpdateDirectionBasedOnVelocity() { if (_heading.LengthSquared() > 0.001f) { // Get direction enemy is moving AnimationDirection newDirection = DirectionHelper.GetDirectionFromHeadingBiasHorizontal(_heading, 0.2f); if (newDirection == _animDirection) return; if (newDirection == DirectionHelper.GetOppositeDirection(_animDirection)) { // If moving in the opposite direction to current facing, change instantly _animDirection = newDirection; PlayNewEnemyAnimation(); } else { // Only change when our heading when velocity starts moving slightly towards our heading Vector2 velocity = DynamicBody.LinearVelocity; if (velocity.LengthSquared() < 0.1f) return; // Avoid flickering Vector2 normalHeading = Vector2.Normalize(_heading); Vector2 normalVelocity = Vector2.Normalize(velocity); float directionDotProduct = Vector2.Dot(normalHeading, normalVelocity); if (directionDotProduct > DIRECTION_CHANGE_THRESHOLD) { _animDirection = newDirection; PlayNewEnemyAnimation(); } } } }
public AnimKey(State state, AnimationDirection direction) { switch (state) { case EnemyEntity.State.BeingSuckedIn: AnimState = EnemyEntity.AnimState.Sucked; break; case EnemyEntity.State.Retreating: case EnemyEntity.State.WanderAimless: case EnemyEntity.State.WanderTowards: case EnemyEntity.State.Attacking: default: AnimState = EnemyEntity.AnimState.Walk; break; } Direction = direction; }
// /// ----------------------------------------------------------------------------- /// <summary> /// Creates a new FormAnimator object for the specified form using the specified /// method in the specified direction over the specified duration. /// </summary> /// <param name="form"> /// The form to be animated. /// </param> /// <param name="method"> /// The animation method used to show and hide the form. /// </param> /// <param name="direction"> /// The direction in which to animate the form. /// </param> /// <param name="duration"> /// The number of milliseconds over which the animation is played. /// </param> /// <remarks> /// The direction argument will have no effect if the Centre or Blend method is /// specified. /// </remarks> /// <history> /// [John] 5/09/2005 Created /// </history> /// ----------------------------------------------------------------------------- public FormAnimator(Form form, AnimationMethod method, AnimationDirection direction, int duration) : this(form, method, duration) { this.m_Direction = direction; }
public virtual void HandleInitView(IEnumerable <View> views, CardsView cardsView, AnimationDirection animationDirection) { var view = views.FirstOrDefault(); SetTranslationX(view, 0, cardsView, true); }