public void SetHeadDirection(HeadDirection direction) { switch (direction) { case HeadDirection.Up: _spriteRenderer.sprite = _headBack; break; case HeadDirection.Down: _spriteRenderer.sprite = _headFront; break; case HeadDirection.Left: _spriteRenderer.sprite = _headSideways; if ((transform.parent.transform.localScale.x < 0 && transform.localScale.x > 0) || transform.parent.transform.localScale.x > 0 && transform.localScale.x < 0) { TransformHelpers.FlipX(gameObject); } break; case HeadDirection.Right: _spriteRenderer.sprite = _headSideways; if ((transform.parent.transform.localScale.x < 0 && transform.localScale.x < 0) || transform.parent.transform.localScale.x > 0 && transform.localScale.x > 0) { TransformHelpers.FlipX(gameObject); } break; } }
private IEnumerator HeadAnimation(HeadDirection ShootDirection) { if (gameObject.GetComponent <Player>().PlayerCanMove == false) { SpriteHead.sprite = LookingDown; } else { if (ShootDirection == HeadDirection.Down) { SpriteHead.sprite = ShootingDown; for (int i = 0; i < ShootingSpeed; i++) { yield return(null); } SpriteHead.sprite = LookingDown; yield return(null); } if (ShootDirection == HeadDirection.Up) { SpriteHead.sprite = ShootingUp; for (int i = 0; i < ShootingSpeed; i++) { yield return(null); } SpriteHead.sprite = LookingUp; yield return(null); } if (ShootDirection == HeadDirection.Left) { SpriteHead.flipX = true; SpriteHead.sprite = ShootingLeft; for (int i = 0; i < ShootingSpeed; i++) { yield return(null); } SpriteHead.sprite = LookingLeft; yield return(null); } if (ShootDirection == HeadDirection.Right) { SpriteHead.sprite = ShootingRight; for (int i = 0; i < ShootingSpeed; i++) { yield return(null); } SpriteHead.sprite = LookingRight; yield return(null); } else if (ShootDirection == HeadDirection.Static) { SpriteHead.sprite = LookingDown; } } }
public Transition(int initialState, char read, char write, HeadDirection headDirection, int nextState) { InitialState = initialState; Read = read; Write = write; HeadDirection = headDirection; NextState = nextState; }
public TuringMachineNode(int _currentState, int _read, int _write, HeadDirection _headDirection, int _nextState) { currentState = _currentState; read = _read; write = _write; headDirection = _headDirection; nextState = _nextState; }
public Head Move(HeadDirection direction) { switch (direction) { case HeadDirection.Left: return(MoveLeft()); case HeadDirection.NoMove: return(this); case HeadDirection.Right: return(MoveRight()); default: throw new ArgumentOutOfRangeException(nameof(direction), direction, null); } }
public void SetHeadDirection(HeadDirection direction) { switch (direction) { case HeadDirection.Up: _spriteRenderer.sprite = _headBack; break; case HeadDirection.Down: _spriteRenderer.sprite = _headFront; break; case HeadDirection.Left: _spriteRenderer.sprite = _headLeft; break; case HeadDirection.Right: _spriteRenderer.sprite = _headRight; break; } }
public Filters(string filterstring) { //declaring the FilterString which is passed in by the Burial Controller, if it is null, then it is automatically sent to "all-" FilterString = filterstring ?? "all-all-all-all-all"; //spliting the FilterString into an array, split by the "-" character string[] filters = FilterString.Split('-'); //sets a specific attribute equal to each position of the array PreservationIndex = filters[0]; string oldChar = "%2F"; string newChar = "/"; PreservationIndex = PreservationIndex.Replace(oldChar, newChar); HeadDirection = filters[1]; HeadDirection = HeadDirection.Replace(oldChar, newChar); Gender = filters[2]; HairColor = filters[3]; HairColor = HairColor.Replace(oldChar, newChar); YearFound = filters[4]; }
void Setup() { _head = FindObjectOfType <HeadDirection>(); _head.Counter += UpdateFill; }
public override void Update(GameTime gameTime) { if (_muriendo) { return; } TimeSpan _realTime = gameTime.TotalRealTime; // -- la direccion de la cabeza if (_realTime - _last_change_head >= elapse_change_head) { _last_change_head = _realTime; _head = (HeadDirection)_rmove.Next(4); } // -- el movimiento if (_realTime - _last_step_moving >= elapse_step_moving) { _last_step_moving = _realTime; _current_frame [(int)_moving, 0] = (_current_frame [(int)_moving, 0] + 1) % _current_frame [(int)_moving, 1]; if (_moving != Sprite.MovingState.Stop) { Vector2 posicionPrevia = _universePosition; // tenemos que movernos en relacion al "universo" _universePosition = _level.WantToMoveTo(new Rectangle((int)_universePosition.X, (int)_universePosition.Y, 40, 40), _direction); _sensibleArea.X = ((int)_universePosition.X) + 7; _sensibleArea.Y = (int)_universePosition.Y + 3; if (_moving == MovingState.Walking) { // a cada paso hay que comprobar si tenemos que caer if (_level.HaveToFall(new Rectangle((int)_universePosition.X, (int)_universePosition.Y, 40, 40))) { Stop(); Fall(); } } else { // cuando se est cayendo if ((_moving == MovingState.Falling) && (_universePosition.Y == posicionPrevia.Y)) { Stop(); } // cuando se esta saltando if (_moving == MovingState.Jumping) { if (_jumpingFase == 0) { if (++_jumpingStep > _jumpingSteps) { _jumpingFase = 1; _direction.Y = 6; } } else { // si no se ha avanzado verticalmente, entonces podemos dar por finalizada la fase de caida del salto if (_universePosition.Y == posicionPrevia.Y) { Stop(); } } } } } } base.Update(gameTime); }
//Handles the direction and animations of the head public void HeadAnimationManager(HeadDirection ShootDirection) { SpriteHead.flipX = false; StartCoroutine(HeadAnimation(ShootDirection)); }