public CostumeCharSetter(CostumeRoom_Dlg owner) { this._owner = owner; this._costumeLightObjName = "CostumeLight"; this._charSettingProcessor = new CharSettingProcessor(owner, this); this._animationProcessor = new AnimationProcessor(this); }
public void Update(float deltaTime, List <GameObject> nearbyNPC, GameMap map) { PhysicsProcessor.Update(deltaTime, nearbyNPC, map, this); StatsProcessor.Update(deltaTime, StatsComponent); SpriteProcessor.Update(deltaTime, SpriteComponent); AnimationProcessor.SwitchToFrameCategory(this); }
public AnimationComponent(SpriteComponent spriteComponent, int WalkingFramesLength) { Clock = new Clock(); this.FramesLength = new int[Constants.Animation.FRAME_CATEGORIES] { WalkingFramesLength, WalkingFramesLength, WalkingFramesLength, WalkingFramesLength }; this.frameArray = AnimationProcessor.CraftAnimationLists(this, spriteComponent); CurrentCategory = (int)Constants.Animation.FrameCategory.WALKING_S; CurrentFrame = 0; FullAnimation = false; }
void Awake() { textMesh = GetComponent <TextMesh>(); animationProcessor = animationType.AddProcessor(gameObject); }
/// <summary> /// Called when an AnimationContent is processed. /// </summary> /// <param name="animation">The AnimationContent to be processed.</param> /// <returns>The processed AnimationContent.</returns> protected virtual AnimationContent ProcessAnimation(AnimationContent animation) { // M * M = F // AnimationProcessor ap = new AnimationProcessor(); AnimationContent newAnim = ap.Interpolate(animation); newAnim.Name = animation.Name; return newAnim; ; }