示例#1
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 public StateTileElement(Enumeration.StateTile state, Enumeration.PriorityState priority__1)
 {
     _state   = state;
     Priority = priority__1;
     Reverse  = Enumeration.SequenceReverse.Normal;
     OffSet   = Vector2.Zero;
 }
示例#2
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 public StateElement(Enumeration.State state)
 {
     _state         = state;
     _priorityState = Enumeration.PriorityState.Normal;
     _reverse       = Enumeration.SequenceReverse.Normal;
     _offset        = Vector2.Zero;
 }
示例#3
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 public StateElement(Enumeration.State state, Enumeration.PriorityState priority, Enumeration.SequenceReverse reverse)
 {
     _state         = state;
     _priorityState = priority;
     _reverse       = reverse;
     _offset        = Vector2.Zero;
 }
 public StatePlayerElement(Enumeration.State state, Enumeration.PriorityState priority, Enumeration.SequenceReverse reverse)
 {
     _state   = state;
     Priority = priority;
     Reverse  = reverse;
     OffSet   = Vector2.Zero;
 }
 public StateElement(Enumeration.State state, Enumeration.PriorityState priority, Enumeration.SequenceReverse reverse)
 {
     _state = state;
     _priorityState = priority;
     _reverse = reverse;
     _offset = Vector2.Zero;
 }
示例#6
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 public StateTileElement(Enumeration.StateTile state, Enumeration.PriorityState priority__1, Enumeration.SequenceReverse reverse__2)
 {
     _state   = state;
     Priority = priority__1;
     Reverse  = reverse__2;
     OffSet   = Vector2.Zero;
 }
 public StateElement(Enumeration.State state)
 {
     _state = state;
     _priorityState = Enumeration.PriorityState.Normal;
     _reverse = Enumeration.SequenceReverse.Normal;
     _offset = Vector2.Zero;
 }
 public StatePlayerElement(Enumeration.State state, Enumeration.PriorityState priority, Vector2 offSet)
 {
     _state   = state;
     Priority = priority;
     Reverse  = Enumeration.SequenceReverse.Normal;
     OffSet   = offSet;
 }
示例#9
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 public StateElement(Enumeration.State state, Enumeration.PriorityState priority, bool?stoppable, Enumeration.SequenceReverse reverse, Vector2 offSet)
 {
     _state         = state;
     _priorityState = priority;
     _stoppable     = stoppable;
     _reverse       = reverse;
     _offset        = offSet;
 }
示例#10
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 public StateElement(Enumeration.State state, Enumeration.PriorityState priority, bool?stoppable)
 {
     _state         = state;
     _priorityState = priority;
     _stoppable     = stoppable;
     _reverse       = Enumeration.SequenceReverse.Normal;
     _offset        = Vector2.Zero;
 }
示例#11
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 public StateElement(Enumeration.State state, Enumeration.PriorityState priority, System.Nullable <bool> stoppable, Enumeration.SequenceReverse reverse)
 {
     _state         = state;
     _priorityState = priority;
     _stoppable     = stoppable;
     _reverse       = reverse;
     _offset        = Vector2.Zero;
 }
示例#12
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 public StateElement(Enumeration.State state, Enumeration.PriorityState priority, System.Nullable<bool> stoppable, Enumeration.SequenceReverse reverse, Vector2 offSet)
 {
     _state = state;
     _priorityState = priority;
     _stoppable = stoppable;
     _reverse = reverse;
     _offset = offSet;
 }
示例#13
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 public StateElement(Enumeration.State state, Enumeration.PriorityState priority, System.Nullable<bool> stoppable)
 {
     _state = state;
     _priorityState = priority;
     _stoppable = stoppable;
     _reverse = Enumeration.SequenceReverse.Normal;
     _offset = Vector2.Zero;
 }
示例#14
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 public StateTileElement(Enumeration.StateTile state, Enumeration.PriorityState priority, bool?stoppable, Enumeration.SequenceReverse reverse)
 {
     _state    = state;
     Priority  = priority;
     Stoppable = stoppable;
     Reverse   = reverse;
     OffSet    = Vector2.Zero;
 }
示例#15
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 public StateTileElement(Enumeration.StateTile state, Enumeration.PriorityState priority__1, System.Nullable <bool> stoppable__2, Enumeration.SequenceReverse reverse__3, Vector2 offSet__4)
 {
     _state    = state;
     Priority  = priority__1;
     Stoppable = stoppable__2;
     Reverse   = reverse__3;
     OffSet    = offSet__4;
 }
示例#16
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 public StatePlayerElement(Enumeration.State state, Enumeration.PriorityState priority__1, System.Nullable <bool> stoppable__2, Enumeration.SequenceReverse reverse__3)
 {
     _state    = state;
     Priority  = priority__1;
     Stoppable = stoppable__2;
     Reverse   = reverse__3;
     OffSet    = Vector2.Zero;
 }
示例#17
0
 public StateTileElement(Enumeration.StateTile state, Enumeration.PriorityState priority__1, System.Nullable <bool> stoppable__2)
 {
     _state    = state;
     Priority  = priority__1;
     Stoppable = stoppable__2;
     Reverse   = Enumeration.SequenceReverse.Normal;
     OffSet    = Vector2.Zero;
 }
 public StatePlayerElement(Enumeration.State state, Enumeration.PriorityState priority, bool?stoppable)
 {
     _state    = state;
     Priority  = priority;
     Stoppable = stoppable;
     Reverse   = Enumeration.SequenceReverse.Normal;
     OffSet    = Vector2.Zero;
 }
 public StatePlayerElement(Enumeration.State state, Enumeration.PriorityState priority, bool?stoppable, Enumeration.SequenceReverse reverse, Vector2 offSet)
 {
     _state    = state;
     Priority  = priority;
     Stoppable = stoppable;
     Reverse   = reverse;
     OffSet    = offSet;
 }
示例#20
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        public void Add(Enumeration.StateTile state, Enumeration.PriorityState priority)
        {
            if (data.Count == iSize)
            {
                data.Dequeue();
            }

            data.Enqueue(new StateTileElement(state, priority));
        }
示例#21
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        public void Add(Enumeration.State state, Enumeration.PriorityState priority, bool?stoppable, Enumeration.SequenceReverse reverse, Vector2 offSet)
        {
            if (data.Count == iSize)
            {
                data.Dequeue();
            }

            data.Enqueue(new StatePlayerElement(state, priority, stoppable, reverse, offSet));
        }
示例#22
0
        public void Add(Enumeration.State state, Enumeration.PriorityState priority, System.Nullable <bool> stoppable)
        {
            if (data.Count == iSize)
            {
                data.Dequeue();
            }

            data.Enqueue(new StatePlayerElement(state, priority, stoppable, Enumeration.SequenceReverse.Normal));
        }
示例#23
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        public void Add(Enumeration.State state, Enumeration.PriorityState priority, Enumeration.SequenceReverse reverse)
        {
            if (data.Count == iSize)
            {
                data.Dequeue();
            }

            data.Enqueue(new StatePlayerElement(state, priority, reverse));
        }
示例#24
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        public void Add(Enumeration.State state, Enumeration.PriorityState priority, Vector2 offSet)
        {
            if (data.Count == iSize)
            {
                data.Dequeue();
            }

            data.Enqueue(new StatePlayerElement(state, priority, offSet));
        }
示例#25
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        public void Add(Enumeration.StateTile state, Enumeration.PriorityState priority, System.Nullable <bool> stoppable, Enumeration.SequenceReverse reverse, Vector2 offSet)
        {
            if (data.Count == iSize)
            {
                data.Dequeue();
            }

            data.Enqueue(new StateTileElement(state, priority, stoppable, reverse, offSet));
        }
示例#26
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        public void Add(Enumeration.StateTile state, Enumeration.PriorityState priority, bool?stoppable)
        {
            if (data.Count == iSize)
            {
                data.Dequeue();
            }

            data.Enqueue(new StateTileElement(state, priority, stoppable, Enumeration.SequenceReverse.Normal));
        }
示例#27
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        public void Ready(Enumeration.PriorityState priority, System.Nullable <bool> stoppable)
        {
            if (priority == Enumeration.PriorityState.Normal & sprite.IsStoppable == stoppable)
            {
                return;
            }

            spriteState.Add(Enumeration.State.ready, priority);
            sprite.PlayAnimation(spriteSequence, spriteState.Value());
        }
示例#28
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        public void Show(Enumeration.PriorityState priority, bool?stoppable)
        {
            if (priority == Enumeration.PriorityState.Normal & sprite.IsStoppable == stoppable)
            {
                return;
            }

            if (_player == true)
            {
                spriteState.Add(Enumeration.State.splash_player, priority);
            }
            else
            {
                spriteState.Add(Enumeration.State.splash_enemy, priority);
            }

            sprite.PlayAnimation(spriteSequence, spriteState);
        }
示例#29
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 public void Show(Enumeration.PriorityState priority)
 {
     Show(priority, null);
 }
示例#30
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 public void Stand(Enumeration.PriorityState priority)
 {
     Stand(priority, null);
 }