public void RevealMap(IEventArgs args) { EventArgsCoor coor = (EventArgsCoor)args; for (int x = coor.X - 10; x < 10 + coor.X; x++) { for (int y = coor.Y - 10; y < 10 + coor.Y; y++) { if (x < 0 || x > _width - 1 || y < 0 || y > _height - 1 || _render[y, x]) { continue; } _render[y, x] = true; _tile.sprite = _mapTextureData.MiniMap[_grid[y, x] ? 0 : 1]; Vector3Int pos = new Vector3Int(x, y, 0); _miniMapCam.SetTile(pos, _tile); } } }
public void PlayerMovingAnimation(IEventArgs args) { EventArgsCoor coor = args as EventArgsCoor; if (_playerData.MultiID != coor.Id && (string)Coffre.Regarder("mode") == "multi") { return; } int speed = coor.X != 0 ? coor.X : coor.Y; bool dir = coor.X == 0; if (speed == 0) { _a.SetInteger("Speed", 0); return; } _a.SetInteger("Speed", speed); _a.SetBool("Direction", dir); }
public void WeaponMovement(IEventArgs args) { if (Weapon.inPlayerInventory) { if (Weapon._class == "Warrior") { EventArgsCoor move = args as EventArgsCoor; if (move.X == 0 && move.Y == 0) { return; } bool dir = Math.Abs(move.X) < Math.Abs(move.Y); if (dir) { if (move.Y > 0) //up { PlaceWeapon(-0.258f, 0.246f, -90); _sprite.sortingOrder = 101; } else { PlaceWeapon(0.261f, 0.246f, 180); _sprite.sortingOrder = -10000; } } else { if (move.X < 0) { PlaceWeapon(0.223f, 0.353f, 195); _sprite.sortingOrder = -10000; } else { PlaceWeapon(0.062f, 0.431f, 205); _sprite.sortingOrder = -10000; } } } if (Weapon._class == "Archer") { EventArgsCoor move = args as EventArgsCoor; if (move.X == 0 && move.Y == 0) { return; } bool dir = Math.Abs(move.X) < Math.Abs(move.Y); if (dir) { if (move.Y > 0) //up { PlaceWeapon(0.118f, 0.117f, 45); _sprite.sortingOrder = 101; } else // down { PlaceWeapon(-0.11f, 0.178f, 135); _sprite.sortingOrder = -10000; } } else { if (move.X < 0) //right { PlaceWeapon(-0.143f, 0.163f, 150); _sprite.sortingOrder = -10000; } else //left { PlaceWeapon(-0.094f, 0.095f, 165); _sprite.sortingOrder = -10000; } } } if (Weapon._class == "Assassin") { EventArgsCoor move = args as EventArgsCoor; if (move.X == 0 && move.Y == 0) { return; } bool dir = Math.Abs(move.X) < Math.Abs(move.Y); if (dir && move.Y > 0) { transform.rotation = Quaternion.AngleAxis(0, Vector3.up); PlaceWeapon(0f, -0.04f, 90); //l_sprite.sortingOrder = 1000; _sprite.sortingOrder += 1; } else { transform.rotation = Quaternion.AngleAxis(90, Vector3.up); } } } }