private void drawShootingTransition(string startOrEnd) { if (startOrEnd.Equals("shootstart")) { // legsTransitions.animationCounter[legsTransitions.currentActiveSprite] = 0; currentBodyTransition = BodyTransitionIndex.ShootStart; // BREAK THROUGH // weaponTransitionArsenal[currentActiveWeapon].animationCounter[weaponTransitionArsenal[currentActiveWeapon].currentActiveSprite] = 0; weaponTransitionArsenal[currentActiveWeapon].setCurrentActiveSprite((int)BodyTransitionIndex.ShootStart); setTransitionCheckStrings(startOrEnd); } else if (startOrEnd.Equals("shootend")) { // legsTransitions.animationCounter[legsTransitions.currentActiveSprite] = 0; currentBodyTransition = BodyTransitionIndex.ShootEnd; weaponTransitionArsenal[currentActiveWeapon].animationCounter[weaponTransitionArsenal[currentActiveWeapon].currentActiveSprite] = 0; weaponTransitionArsenal[currentActiveWeapon].setCurrentActiveSprite((int)BodyTransitionIndex.ShootEnd); setTransitionCheckStrings(startOrEnd); } else if (startOrEnd.Equals("shootupstart")) { // legsTransitions.animationCounter[legsTransitions.currentActiveSprite] = 0; currentBodyTransition = BodyTransitionIndex.ShootUpStart; weaponTransitionArsenal[currentActiveWeapon].animationCounter[weaponTransitionArsenal[currentActiveWeapon].currentActiveSprite] = 0; weaponTransitionArsenal[currentActiveWeapon].setCurrentActiveSprite((int)BodyTransitionIndex.ShootUpStart); setTransitionCheckStrings(startOrEnd); } else if (startOrEnd.Equals("shootupend")) { // legsTransitions.animationCounter[legsTransitions.currentActiveSprite] = 0; currentBodyTransition = BodyTransitionIndex.ShootUpEnd; weaponTransitionArsenal[currentActiveWeapon].animationCounter[weaponTransitionArsenal[currentActiveWeapon].currentActiveSprite] = 0; weaponTransitionArsenal[currentActiveWeapon].setCurrentActiveSprite((int)BodyTransitionIndex.ShootUpEnd); setTransitionCheckStrings(startOrEnd); } else if (startOrEnd.Equals("shootdownstart")) { // legsTransitions.animationCounter[legsTransitions.currentActiveSprite] = 0; currentBodyTransition = BodyTransitionIndex.ShootDownStart; weaponTransitionArsenal[currentActiveWeapon].animationCounter[weaponTransitionArsenal[currentActiveWeapon].currentActiveSprite] = 0; weaponTransitionArsenal[currentActiveWeapon].setCurrentActiveSprite((int)BodyTransitionIndex.ShootDownStart); setTransitionCheckStrings(startOrEnd); } else if (startOrEnd.Equals("shootdownend")) { // legsTransitions.animationCounter[legsTransitions.currentActiveSprite] = 0; currentBodyTransition = BodyTransitionIndex.ShootDownEnd; weaponTransitionArsenal[currentActiveWeapon].animationCounter[weaponTransitionArsenal[currentActiveWeapon].currentActiveSprite] = 0; weaponTransitionArsenal[currentActiveWeapon].setCurrentActiveSprite((int)BodyTransitionIndex.ShootDownEnd); setTransitionCheckStrings(startOrEnd); } else if (startOrEnd.Equals("shootcrouchstart")) { // legsTransitions.animationCounter[legsTransitions.currentActiveSprite] = 0; currentBodyTransition = BodyTransitionIndex.ShootCrouchStart; weaponTransitionArsenal[currentActiveWeapon].animationCounter[weaponTransitionArsenal[currentActiveWeapon].currentActiveSprite] = 0; weaponTransitionArsenal[currentActiveWeapon].setCurrentActiveSprite((int)BodyTransitionIndex.ShootCrouchStart); setTransitionCheckStrings(startOrEnd); } else if (startOrEnd.Equals("shootcrouchend")) { // legsTransitions.animationCounter[legsTransitions.currentActiveSprite] = 0; currentBodyTransition = BodyTransitionIndex.ShootCrouchEnd; weaponTransitionArsenal[currentActiveWeapon].animationCounter[weaponTransitionArsenal[currentActiveWeapon].currentActiveSprite] = 0; weaponTransitionArsenal[currentActiveWeapon].setCurrentActiveSprite((int)BodyTransitionIndex.ShootCrouchEnd); setTransitionCheckStrings(startOrEnd); } }
private void drawTurningTransition(KeyboardState keyState, KeyboardState oldKeyState) { // bodyTransitions.animationCounter[bodyTransitions.currentActiveSprite] = 0; legsTransitions.animationCounter[legsTransitions.currentActiveSprite] = 0; if (!crouching && !facingUp) { currentBodyTransition = BodyTransitionIndex.Turn; for (int counter = 0; counter < 3; counter++) { weaponTransitionArsenal[currentActiveWeapon].animationCounter[weaponTransitionArsenal[currentActiveWeapon].currentActiveSprite] = 0; weaponTransitionArsenal[currentActiveWeapon].setCurrentActiveSprite((int)BodyTransitionIndex.Turn); } // bodyTransitions.setCurrentActiveSprite((int)BodyTransitionIndex.Turn); setTransitionCheckStrings("turntransition"); } else if(crouching && !facingUp) { currentBodyTransition = BodyTransitionIndex.CrouchTurn; // bodyTransitions.setCurrentActiveSprite((int)BodyTransitionIndex.CrouchTurn); for (int counter = 0; counter < 3; counter++) { weaponTransitionArsenal[currentActiveWeapon].animationCounter[weaponTransitionArsenal[currentActiveWeapon].currentActiveSprite] = 0; weaponTransitionArsenal[currentActiveWeapon].setCurrentActiveSprite((int)BodyTransitionIndex.CrouchTurn); } setTransitionCheckStrings("crouchturntransition"); } else if (facingUp && !crouching) { currentBodyTransition = BodyTransitionIndex.TurnUp; // bodyTransitions.setCurrentActiveSprite((int)BodyTransitionIndex.TurnUp); for (int counter = 0; counter < 3; counter++) { weaponTransitionArsenal[currentActiveWeapon].animationCounter[weaponTransitionArsenal[currentActiveWeapon].currentActiveSprite] = 0; weaponTransitionArsenal[currentActiveWeapon].setCurrentActiveSprite((int)BodyTransitionIndex.TurnUp); } setTransitionCheckStrings("turnuptransition"); } }
private void drawReloadTransition(string checkString) { if (checkString.Equals("crouchreload")) { legsTransitions.animationCounter[legsTransitions.currentActiveSprite] = 0; currentBodyTransition = BodyTransitionIndex.CrouchReload; weaponTransitionArsenal[currentActiveWeapon].animationCounter[weaponTransitionArsenal[currentActiveWeapon].currentActiveSprite] = 0; weaponTransitionArsenal[currentActiveWeapon].setCurrentActiveSprite((int)BodyTransitionIndex.CrouchReload); setTransitionCheckStrings(checkString); } else if (checkString.Equals("reload")) { legsTransitions.animationCounter[legsTransitions.currentActiveSprite] = 0; currentBodyTransition = BodyTransitionIndex.Reload; weaponTransitionArsenal[currentActiveWeapon].animationCounter[weaponTransitionArsenal[currentActiveWeapon].currentActiveSprite] = 0; weaponTransitionArsenal[currentActiveWeapon].setCurrentActiveSprite((int)BodyTransitionIndex.Reload); setTransitionCheckStrings(checkString); } else if (checkString.Equals("reloadup")) { legsTransitions.animationCounter[legsTransitions.currentActiveSprite] = 0; currentBodyTransition = BodyTransitionIndex.ReloadUp; weaponTransitionArsenal[currentActiveWeapon].animationCounter[weaponTransitionArsenal[currentActiveWeapon].currentActiveSprite] = 0; weaponTransitionArsenal[currentActiveWeapon].setCurrentActiveSprite((int)BodyTransitionIndex.ReloadUp); setTransitionCheckStrings(checkString); } }
private void drawShootingMagicTransition(string startOrEnd) { if (startOrEnd.Equals("magicstart")) { // legsTransitions.animationCounter[legsTransitions.currentActiveSprite] = 0; // bodyTransitions.animationCounter[bodyTransitions.currentActiveSprite] = 0; currentBodyTransition = BodyTransitionIndex.MagicStart; // bodyTransitions.setCurrentActiveSprite((int)BodyTransitionIndex.MagicStart); for (int counter = 0; counter < 3; counter++) { weaponTransitionArsenal[currentActiveWeapon].animationCounter[weaponTransitionArsenal[currentActiveWeapon].currentActiveSprite] = 0; weaponTransitionArsenal[currentActiveWeapon].setCurrentActiveSprite((int)BodyTransitionIndex.MagicStart); } setTransitionCheckStrings(startOrEnd); } else if (startOrEnd.Equals("magicend")) { // legsTransitions.animationCounter[legsTransitions.currentActiveSprite] = 0; // bodyTransitions.animationCounter[bodyTransitions.currentActiveSprite] = 0; currentBodyTransition = BodyTransitionIndex.MagicEnd; // bodyTransitions.setCurrentActiveSprite((int)BodyTransitionIndex.MagicEnd); for (int counter = 0; counter < 3; counter++) { weaponTransitionArsenal[currentActiveWeapon].animationCounter[weaponTransitionArsenal[currentActiveWeapon].currentActiveSprite] = 0; weaponTransitionArsenal[currentActiveWeapon].setCurrentActiveSprite((int)BodyTransitionIndex.MagicEnd); } setTransitionCheckStrings(startOrEnd); } else if (startOrEnd.Equals("magicupstart")) { // legsTransitions.animationCounter[legsTransitions.currentActiveSprite] = 0; // bodyTransitions.animationCounter[bodyTransitions.currentActiveSprite] = 0; currentBodyTransition = BodyTransitionIndex.MagicUpStart; // bodyTransitions.setCurrentActiveSprite((int)BodyTransitionIndex.MagicUpStart); for (int counter = 0; counter < 3; counter++) { weaponTransitionArsenal[currentActiveWeapon].animationCounter[weaponTransitionArsenal[currentActiveWeapon].currentActiveSprite] = 0; weaponTransitionArsenal[currentActiveWeapon].setCurrentActiveSprite((int)BodyTransitionIndex.MagicUpStart); } setTransitionCheckStrings(startOrEnd); } else if (startOrEnd.Equals("magicupend")) { // legsTransitions.animationCounter[legsTransitions.currentActiveSprite] = 0; // bodyTransitions.animationCounter[bodyTransitions.currentActiveSprite] = 0; currentBodyTransition = BodyTransitionIndex.MagicUpEnd; // bodyTransitions.setCurrentActiveSprite((int)BodyTransitionIndex.MagicUpEnd); for (int counter = 0; counter < 3; counter++) { weaponTransitionArsenal[currentActiveWeapon].animationCounter[weaponTransitionArsenal[currentActiveWeapon].currentActiveSprite] = 0; weaponTransitionArsenal[currentActiveWeapon].setCurrentActiveSprite((int)BodyTransitionIndex.MagicUpEnd); } setTransitionCheckStrings(startOrEnd); } else if (startOrEnd.Equals("magicdownstart")) { // legsTransitions.animationCounter[legsTransitions.currentActiveSprite] = 0; // bodyTransitions.animationCounter[bodyTransitions.currentActiveSprite] = 0; currentBodyTransition = BodyTransitionIndex.MagicDownStart; // bodyTransitions.setCurrentActiveSprite((int)BodyTransitionIndex.MagicDownStart); for (int counter = 0; counter < 3; counter++) { weaponTransitionArsenal[currentActiveWeapon].animationCounter[weaponTransitionArsenal[currentActiveWeapon].currentActiveSprite] = 0; weaponTransitionArsenal[currentActiveWeapon].setCurrentActiveSprite((int)BodyTransitionIndex.MagicDownStart); } setTransitionCheckStrings(startOrEnd); } else if (startOrEnd.Equals("magicdownend")) { // legsTransitions.animationCounter[legsTransitions.currentActiveSprite] = 0; // bodyTransitions.animationCounter[bodyTransitions.currentActiveSprite] = 0; currentBodyTransition = BodyTransitionIndex.MagicDownEnd; // bodyTransitions.setCurrentActiveSprite((int)BodyTransitionIndex.MagicDownEnd); for (int counter = 0; counter < 3; counter++) { weaponTransitionArsenal[currentActiveWeapon].animationCounter[weaponTransitionArsenal[currentActiveWeapon].currentActiveSprite] = 0; weaponTransitionArsenal[currentActiveWeapon].setCurrentActiveSprite((int)BodyTransitionIndex.MagicDownEnd); } setTransitionCheckStrings(startOrEnd); } else if (startOrEnd.Equals("magiccrouchstart")) { // legsTransitions.animationCounter[legsTransitions.currentActiveSprite] = 0; // bodyTransitions.animationCounter[bodyTransitions.currentActiveSprite] = 0; currentBodyTransition = BodyTransitionIndex.MagicCrouchStart; // bodyTransitions.setCurrentActiveSprite((int)BodyTransitionIndex.MagicCrouchStart); for (int counter = 0; counter < 3; counter++) { weaponTransitionArsenal[currentActiveWeapon].animationCounter[weaponTransitionArsenal[currentActiveWeapon].currentActiveSprite] = 0; weaponTransitionArsenal[currentActiveWeapon].setCurrentActiveSprite((int)BodyTransitionIndex.MagicCrouchStart); } setTransitionCheckStrings(startOrEnd); } else if (startOrEnd.Equals("magiccrouchend")) { // legsTransitions.animationCounter[legsTransitions.currentActiveSprite] = 0; // bodyTransitions.animationCounter[bodyTransitions.currentActiveSprite] = 0; currentBodyTransition = BodyTransitionIndex.MagicCrouchEnd; // bodyTransitions.setCurrentActiveSprite((int)BodyTransitionIndex.MagicCrouchEnd); for (int counter = 0; counter < 3; counter++) { weaponTransitionArsenal[currentActiveWeapon].animationCounter[weaponTransitionArsenal[currentActiveWeapon].currentActiveSprite] = 0; weaponTransitionArsenal[currentActiveWeapon].setCurrentActiveSprite((int)BodyTransitionIndex.MagicCrouchEnd); } setTransitionCheckStrings(startOrEnd); } }
private void drawMidToUpTransition(KeyboardState keyState, KeyboardState oldKeyState) { // bodyTransitions.animationCounter[bodyTransitions.currentActiveSprite] = 0; // legsTransitions.animationCounter[legsTransitions.currentActiveSprite] = 0; currentBodyTransition = BodyTransitionIndex.MidToUp; // bodyTransitions.setCurrentActiveSprite((int)BodyTransitionIndex.MidToUp); for (int counter = 0; counter < 3; counter++) { weaponTransitionArsenal[currentActiveWeapon].animationCounter[weaponTransitionArsenal[currentActiveWeapon].currentActiveSprite] = 0; weaponTransitionArsenal[currentActiveWeapon].setCurrentActiveSprite((int)BodyTransitionIndex.MidToUp); } setTransitionCheckStrings("midtouptransition"); }
private void drawJumpingTransition(string checkString) { if (checkString.Equals("jump")) { //legsTransitions.animationCounter[legsTransitions.currentActiveSprite] = 0; currentBodyTransition = BodyTransitionIndex.Jump; currentLegTransition = LegTransitionIndex.Jump; weaponTransitionArsenal[currentActiveWeapon].animationCounter[weaponTransitionArsenal[currentActiveWeapon].currentActiveSprite] = 0; weaponTransitionArsenal[currentActiveWeapon].setCurrentActiveSprite((int)BodyTransitionIndex.Jump); legsTransitions.animationCounter[legsTransitions.currentActiveSprite] = 0; legsTransitions.setCurrentActiveSprite((int)LegTransitionIndex.Jump); setTransitionCheckStrings(checkString); } else if (checkString.Equals("fall")) { //legsTransitions.animationCounter[legsTransitions.currentActiveSprite] = 0; currentBodyTransition = BodyTransitionIndex.Fall; currentLegTransition = LegTransitionIndex.Fall; weaponTransitionArsenal[currentActiveWeapon].animationCounter[weaponTransitionArsenal[currentActiveWeapon].currentActiveSprite] = 0; weaponTransitionArsenal[currentActiveWeapon].setCurrentActiveSprite((int)BodyTransitionIndex.Fall); legsTransitions.animationCounter[legsTransitions.currentActiveSprite] = 0; legsTransitions.setCurrentActiveSprite((int)LegTransitionIndex.Fall); setTransitionCheckStrings(checkString); } }
private void drawCrouchingTransition(KeyboardState keyState, KeyboardState oldKeySate) { // this is the condition for a transition to be played. // // legsTransitions.animationCounter[legsTransitions.currentActiveSprite] = 0; // bodyTransitions.animationCounter[bodyTransitions.currentActiveSprite] = 0; currentLegTransition = LegTransitionIndex.Crouch; legsTransitions.setCurrentActiveSprite((int)LegTransitionIndex.Crouch); if (!keyState.IsKeyDown(Keys.Up)) { currentBodyTransition = BodyTransitionIndex.Crouch; // bodyTransitions.setCurrentActiveSprite((int)BodyTransitionIndex.Crouch); for (int counter = 0; counter < 3; counter++) { weaponTransitionArsenal[currentActiveWeapon].animationCounter[weaponTransitionArsenal[currentActiveWeapon].currentActiveSprite] = 0; weaponTransitionArsenal[currentActiveWeapon].setCurrentActiveSprite((int)BodyTransitionIndex.Crouch); } } setTransitionCheckStrings("crouchtransition"); }
private void drawChangeWeaponTransition(string checkString) { if (checkString.Equals("crouchholster")) { legsTransitions.animationCounter[legsTransitions.currentActiveSprite] = 0; currentBodyTransition = BodyTransitionIndex.CrouchHolster; weaponTransitionArsenal[currentActiveWeapon].animationCounter[weaponTransitionArsenal[currentActiveWeapon].currentActiveSprite] = 0; weaponTransitionArsenal[currentActiveWeapon].setCurrentActiveSprite((int)BodyTransitionIndex.CrouchHolster); setTransitionCheckStrings(checkString); } else if (checkString.Equals("holster")) { legsTransitions.animationCounter[legsTransitions.currentActiveSprite] = 0; currentBodyTransition = BodyTransitionIndex.Holster; weaponTransitionArsenal[currentActiveWeapon].animationCounter[weaponTransitionArsenal[currentActiveWeapon].currentActiveSprite] = 0; weaponTransitionArsenal[currentActiveWeapon].setCurrentActiveSprite((int)BodyTransitionIndex.Holster); setTransitionCheckStrings(checkString); } else if (checkString.Equals("holsterdown")) { legsTransitions.animationCounter[legsTransitions.currentActiveSprite] = 0; currentBodyTransition = BodyTransitionIndex.HolsterDown; weaponTransitionArsenal[currentActiveWeapon].animationCounter[weaponTransitionArsenal[currentActiveWeapon].currentActiveSprite] = 0; weaponTransitionArsenal[currentActiveWeapon].setCurrentActiveSprite((int)BodyTransitionIndex.HolsterDown); setTransitionCheckStrings(checkString); } else if (checkString.Equals("holsterup")) { legsTransitions.animationCounter[legsTransitions.currentActiveSprite] = 0; currentBodyTransition = BodyTransitionIndex.HolsterUp; weaponTransitionArsenal[currentActiveWeapon].animationCounter[weaponTransitionArsenal[currentActiveWeapon].currentActiveSprite] = 0; weaponTransitionArsenal[currentActiveWeapon].setCurrentActiveSprite((int)BodyTransitionIndex.HolsterUp); setTransitionCheckStrings(checkString); } }
public static void setBodyNull() { currentBodyTransition = BodyTransitionIndex.NULL; }