示例#1
0
 public static void SetActionCode(CameraActionType actionType, SubCameraMotorType motorType, int id)
 {
     if (actionType == CameraActionType.Enter)
     {
         EnterAction[EnumToMask(CalcuMotorNum(motorType, id))] = true;
     }
     else if (actionType == CameraActionType.Leave)
     {
         LeaveAction[EnumToMask(CalcuMotorNum(motorType, id))] = true;
     }
 }
示例#2
0
 public static void CopyActionCode(CameraActionType type, int data)
 {
     if (type == CameraActionType.Enter)
     {
         EnterAction = new BitVector32(data);
     }
     else if (type == CameraActionType.Leave)
     {
         LeaveAction = new BitVector32(data);
     }
 }
示例#3
0
 public static void AddAction(CameraActionType actionType, SubCameraMotorType motorType, int motorId,
                              Action <PlayerEntity, ICameraMotorState> act)
 {
     if (actionType == CameraActionType.Enter)
     {
         EnterActionList[CalcuMotorNum(motorType, motorId)] = act;
     }
     else if (actionType == CameraActionType.Leave)
     {
         LeaveActionList[CalcuMotorNum(motorType, motorId)] = act;
     }
 }
示例#4
0
        private static bool JudgeAction(CameraActionType type, int id)
        {
            if (type == CameraActionType.Enter)
            {
                return(EnterAction[EnumToMask(id)]);
            }
            else if (type == CameraActionType.Leave)
            {
                return(LeaveAction[EnumToMask(id)]);
            }

            return(false);
        }
示例#5
0
        public static int GetActionCode(CameraActionType type)
        {
            int result = 0;

            if (type == CameraActionType.Enter)
            {
                result = EnterAction.Data;
            }
            else if (type == CameraActionType.Leave)
            {
                result = LeaveAction.Data;
            }
            return(result);
        }
 public void AddAction(CameraActionType actionType, SubCameraMotorType motorType, int motorId,
                       Action <PlayerEntity, ICameraMotorState> act)
 {
     if (actionType == CameraActionType.Enter)
     {
         int index = CalcuMotorNum(motorType, motorId);
         if (!EnterActionList.ContainsKey(index))
         {
             EnterActionList.Add(index, new List <Action <PlayerEntity, ICameraMotorState> >());
         }
         var list = EnterActionList[index];
         list.Add(act);
     }
     else if (actionType == CameraActionType.Leave)
     {
         int index = CalcuMotorNum(motorType, motorId);
         if (!LeaveActionList.ContainsKey(index))
         {
             LeaveActionList.Add(index, new List <Action <PlayerEntity, ICameraMotorState> >());
         }
         var list = LeaveActionList[index];
         list.Add(act);
     }
 }