public void SetDirection(DirectionFace A) { foreach (CharacterTexture B in myLayers) { B.SetDirection(A); } }
private void processLastKnownDirection() { float softThreshold = deltaThreshold; float deltaX = targetPosition.x - transform.position.x; float deltaY = targetPosition.y - transform.position.y; if (Mathf.Abs(deltaX) < softThreshold) { deltaX = 0; } if (Mathf.Abs(deltaY) < softThreshold) { deltaY = 0; } if (deltaX != 0 || deltaY != 0) { if (deltaX > 0 && deltaY > 0) { lastKnownDirection = DirectionFace.UpRight; } else if (deltaX < 0 && deltaY > 0) { lastKnownDirection = DirectionFace.UpLeft; } else if (deltaX > 0 && deltaY < 0) { lastKnownDirection = DirectionFace.DownRight; } else if (deltaX < 0 && deltaY < 0) { lastKnownDirection = DirectionFace.DownLeft; } else if (deltaX > 0) { lastKnownDirection = DirectionFace.Right; } else if (deltaX < 0) { lastKnownDirection = DirectionFace.Left; } else if (deltaY > 0) { lastKnownDirection = DirectionFace.Up; } else if (deltaY < 0) { lastKnownDirection = DirectionFace.Down; } } }
public void SetDirection(DirectionFace myFace) { switch (myFace) { case DirectionFace.NORTH: SourceRectangle = myNorth; break; case DirectionFace.EAST: SourceRectangle = myEast; break; case DirectionFace.SOUTH: SourceRectangle = mySouth; break; case DirectionFace.WEST: SourceRectangle = myWest; break; } }
public DirectionalSprite(DirectionFace p) { this.p = p; }