示例#1
0
 public CostumeCharSetter(CostumeRoom_Dlg owner)
 {
     this._owner = owner;
     this._costumeLightObjName  = "CostumeLight";
     this._charSettingProcessor = new CharSettingProcessor(owner, this);
     this._animationProcessor   = new AnimationProcessor(this);
 }
示例#2
0
 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);
 }
示例#3
0
 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;
 }
示例#4
0
 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;
     ;
 }