public void ProcessCharacter(bool nextNode) { CharacterNode characterNode = m_currentNode as CharacterNode; Character character = characterNode.GetCharacter(); Sprite sprite = characterNode.GetSprite(); float fadeTime = characterNode.GetFadeTime(); bool waitForFinish = characterNode.GetWaitForFinish(); if (characterNode.GetToggleSelection() == 0) { float xPosition = characterNode.GetXPosition(); bool isInvert = characterNode.GetIsInverted(); m_characterManager.EnterCharacter(character, sprite, xPosition, fadeTime, nextNode, waitForFinish, isInvert); } else { m_characterManager.ExitCharacter(character, sprite, fadeTime, nextNode, waitForFinish); } }
/// <summary> /// /// </summary> public void ProcessCharacter() { // get character enter/exit details such as fadeTime, default sprite etc. CharacterNode characterNode = m_currentNode as CharacterNode; Character character = characterNode.GetCharacter(); Sprite sprite = characterNode.GetSprite(); float fadeTime = characterNode.GetFadeTime(); bool waitForFinish = characterNode.GetWaitForFinish(); // enter or exit? if (characterNode.GetToggleSelection() == 0) // enter { // get xPosition and invert, then enter character float xPosition = characterNode.GetXPosition(); bool isInvert = characterNode.GetIsInverted(); m_characterManager.EnterCharacter(character, sprite, xPosition, fadeTime, true, waitForFinish, isInvert); } else // exit { m_characterManager.ExitCharacter(character, sprite, fadeTime, true, waitForFinish); } }