示例#1
0
 public Effect(GameTime gameTime, Vector2 position, EffectPosition height, VGame.Shape shape)
 {
     _position = position;
     Height = height;
     Shape = shape;
     ExpirationTime = gameTime.TotalGameTime + Duration;
 }
示例#2
0
        public static List <string> getAllEffectNames(EffectPosition position)
        {
            var list = new List <string>();

            list.Add(getMenuName(EffectType.No_Type));
            switch (position)
            {
            case EffectPosition.Into:
                list.Add(getMenuName(EffectType.HOPO));
                list.Add(getMenuName(EffectType.Slide));
                list.Add(getMenuName(EffectType.Tie));
                break;

            case EffectPosition.Strike:
                list.Add(getMenuName(EffectType.Palm_Mute));
                list.Add(getMenuName(EffectType.Pinch_Harmonic));
                break;

            case EffectPosition.After:
                list.Add(getMenuName(EffectType.Bend));
                list.Add(getMenuName(EffectType.Vibrato));
                list.Add(getMenuName(EffectType.HOPO));
                list.Add(getMenuName(EffectType.Slide));
                list.Add(getMenuName(EffectType.Tie));
                break;
            }
            return(list);
        }
        public EffectProperties(GuiCommandExecutor exec, NodeClick c, IEffect e, EffectPosition pos, NoteTreeNode f, NoteTreeNode s)
            : base(c, exec)
        {
            effect    = e;
            init_type = effect?.Type ?? EffectType.No_Type;
            position  = pos;

            first  = f;
            second = s;

            Types           = genValidEffectTypes();
            CurrentStrategy = createNewStrategy(init_type);
            CurrentType     = init_type.getMenuName();
        }
示例#4
0
        public static string getMenuName(this EffectPosition position)
        {
            switch (position)
            {
            case EffectPosition.Into:
                return("Into Effect");

            case EffectPosition.Strike:
                return("Strike Effect");

            case EffectPosition.After:
                return("After Effect");

            default:
                return("");
            }
        }
示例#5
0
        private void Reset()
        {
            if (DUI.DUISettings == null)
            {
                return;
            }
            playOnAwake   = DUI.DUISettings.UIEffect_playOnAwake;
            stopInstantly = DUI.DUISettings.UIEffect_stopInstantly;

            useCustomSortingLayerName = DUI.DUISettings.UIEffect_useCustomSortingLayerName;
            customSortingLayerName    = DUI.DUISettings.UIEffect_customSortingLayerName;

            useCustomOrderInLayer = DUI.DUISettings.UIEffect_useCustomOrderInLayer;
            customOrderInLayer    = DUI.DUISettings.UIEffect_customOrderInLayer;

            effectPosition   = DUI.DUISettings.UIEffect_effectPosition;
            sortingOrderStep = DUI.DUISettings.UIEffect_sortingOrderStep;
        }
示例#6
0
 public void breakCrossMeasureEffectsAtPosition(EffectPosition position)
 {
     if (position == EffectPosition.Into) { ModelCollection.First()?.breakMultiEffectsAtPosition(position); }
     else { ModelCollection.Last()?.breakMultiEffectsAtPosition(position); }
 }
示例#7
0
        public void removeMultiEffectsAtPosition(EffectPosition position)
        {
            IEffect effect = ModelCollection.getItemMatchingCondition(e => e is IMultiEffect && e.getPosition(this) == position);

            Remove(effect);
        }
示例#8
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        public void removeEffectAtPosition(EffectPosition position)
        {
            IEffect effect = getEffectAtPosition(position);

            Remove(effect);
        }
示例#9
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 public IEffect getEffectAtPosition(EffectPosition position)
 {
     return(ModelCollection.getItemMatchingCondition(e => e.getPosition(this) == position));
 }
示例#10
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 public override void breakMultiEffectsAtPosition(EffectPosition position)
 {
     ModelCollection.performActionOnAllItems(n => n.removeMultiEffectsAtPosition(position));
 }
示例#11
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 public virtual void breakMultiEffectsAtPosition(EffectPosition position)
 {
 }