void Idle() { _State = Animation_State.idle; _Animator.SetBool("Fire", false); _Animator.SetBool("Idle", true); _Animator.SetBool("Reload", false); _Animator.SetBool("Dead", false); muzzleEffect.SetActive(false); }
void Fire() { _State = Animation_State.Shooting; _Animator.SetBool("Fire", true); _Animator.SetBool("Idle", false); _Animator.SetBool("Reload", false); _Animator.SetBool("Dead", false); muzzleEffect.SetActive(true); }
protected void ChangeAnimationState(Animation_State a) { if (!AnimationChanged && LockAnimationStateCounter >= LockAnimationState && ActiveAnimation != Animation_State.death) { ActiveAnimation = a; AnimationChanged = true; LockAnimationStateCounter = 0; LockAnimationState = 0; } }
protected void UpdateAnimations(GameTime gt) { if (PreviousAnimation != ActiveAnimation && UpdateCounter >= Wait) { Animations[PreviousAnimation].Deactivate(); PreviousAnimation = ActiveAnimation; } AnimationChanged = false; Animations[ActiveAnimation].Update(gt, GoingRight); }
void Reload() { _State = Animation_State.reload; _Animator.SetBool("Fire", false); _Animator.SetBool("Idle", false); _Animator.SetBool("Reload", true); _Animator.SetBool("Dead", false); Invoke("Fire", RandomReloadTime); muzzleEffect.SetActive(false); }
void Dead() { _State = Animation_State.dead; _Animator.SetBool("Fire", false); _Animator.SetBool("Idle", false); _Animator.SetBool("Reload", false); _Animator.SetBool("Dead", true); muzzleEffect.SetActive(false); Invoke("ConfirmedDead", 3.0f); }
void Fire() { _State = Animation_State.Shooting; _Animator.SetBool("Fire", true); _Animator.SetBool("Idle", false); _Animator.SetBool("Reload", false); _Animator.SetBool("Dead", false); muzzleEffect.SetActive(true); RayCastForHealthDamage(); Invoke("Reload", RandomReloadTime); }
// Use this for initialization void Start() { _State = Animation_State.idle; _IsDead = false; for (int i = 0; i < _touchRect.Length; i++) { _TouchFingerId = -1; _touchRect [i] = new Rect(_touchRect [i].x * Screen.width, _touchRect [i].y * Screen.height, _touchRect [i].width * Screen.width, _touchRect [i].height * Screen.height); } }
void Dead() { _State = Animation_State.dead; _Animator.SetBool("Fire", false); _Animator.SetBool("Idle", false); _Animator.SetBool("Reload", false); _Animator.SetBool("Dead", true); muzzleEffect.SetActive(false); Invoke("ExplosionDestroy", 2.0f); Destroy(transform.root.gameObject, 2.5f); }
protected AbstractGameObject(ContentManager c, string objektName, int updateDelay, Vector2 spawnPosition) { ObjectName = objektName; Animations = new Dictionary <Animation_State, Animation>(); SpawnPoint = spawnPosition; ActiveAnimation = Animation_State.idle; GameObjectState = GameObject_State.Air; Position = spawnPosition; Velocity = Vector2.Zero; Hitbox = c.Load <Texture2D>(objektName + "hitbox"); UpdateDelay = updateDelay; UpdateCounter = 0; WaitCounter = 0; LockAnimationStateCounter = 0; AnimationChanged = false; PositionRectangle = new Rectangle((int)Position.X, (int)Position.Y, Hitbox.Width, Hitbox.Height); HitboxOffset = new Point(Hitbox.Width / 2, Hitbox.Height / 2); Active = true; }
public void ChangeAnimationProperties(Animation_State state, int numOfFrames) { Animations[state].AmountOfFrames = numOfFrames; }