public void UpdateAnimation(Vector2d facing, Vector2d throttle) { // Compute the speed from throttle vector float speed = throttle.Magnitude() * m_style.MaxSpeed; // Translate the sprite based on the current throttle if (throttle.IsNonZero) { float distance = speed * Time.deltaTime; float dX = throttle.i * distance; float dY = throttle.j * distance; SetLocalPosition(this.LocalX + dX, this.LocalY + dY); } // Update the animation controller parameters m_spriteAnimator.SetFloat(SPEED_FLOAT_PARAMETER, speed); m_spriteAnimator.SetFloat(FACING_X_FLOAT_PARAMETER, facing.i); m_spriteAnimator.SetFloat(FACING_Y_FLOAT_PARAMETER, facing.j); m_spriteAnimator.SetBool(IS_ATTACKING_BOOL_PARAMETER, false); // Snap the cone facing angle to the cardinal directions m_visionCone.ConeFacing = MathConstants.GetAngleForDirection( MathConstants.GetDirectionForVector(new Vector2d(facing.i, facing.j))); }
private void UpdateMouseCursor(WidgetEvent widgetEvent) { if (widgetEvent.EventType == WidgetEvent.eEventType.mouseOver || widgetEvent.EventType == WidgetEvent.eEventType.mouseOut || widgetEvent.EventType == WidgetEvent.eEventType.mouseMove) { if (widgetEvent.EventSource is HotspotWidget) { HotspotWidget hotspotWidget = widgetEvent.EventSource as HotspotWidget; HotspotInfo hotspotInfo = hotspotWidget.Userdata as HotspotInfo; switch (hotspotInfo.hotspotType) { case eHotspotType.energy_tank: { EnergyTankData energyTankData = hotspotInfo.hotspotEntity as EnergyTankData; if (energyTankData.ownership != GameConstants.eFaction.player) { // If our faction doesn't control the energy tank, we'll have to hack it SetMouseCursorState(eMouseCursorState.hack_energy_tank); } else if (energyTankData.energy > 0) { // If our faction does control the energy tank, then we can drain it if it has energy SetMouseCursorState(eMouseCursorState.drain_energy_tank); } else { // Otherwise all we can do is walk to it SetMouseCursorState(eMouseCursorState.walk); } } break; case eHotspotType.portal: { Point2d hotspotCenter = hotspotWidget.WorldPosition.Offset(new Vector2d(hotspotWidget.Width / 2.0f, hotspotWidget.Height / 2.0f)); Point2d screenCenter = new Point2d(Screen.width / 2.0f, Screen.height / 2.0f); Vector2d vectorToHotspot = hotspotCenter - screenCenter; MathConstants.eDirection currentHotspotDirection = MathConstants.GetDirectionForVector(vectorToHotspot); switch (currentHotspotDirection) { case MathConstants.eDirection.left: SetMouseCursorState(eMouseCursorState.door_left); break; case MathConstants.eDirection.right: SetMouseCursorState(eMouseCursorState.door_right); break; case MathConstants.eDirection.up: SetMouseCursorState(eMouseCursorState.door_up); break; case MathConstants.eDirection.down: SetMouseCursorState(eMouseCursorState.door_down); break; default: SetMouseCursorState(eMouseCursorState.walk); break; } } break; default: { SetMouseCursorState(eMouseCursorState.defaultCursor); } break; } } else if (widgetEvent.EventSource is TileGridWidget) { if (m_currentNavRef.IsValid) { SetMouseCursorState(eMouseCursorState.walk); } else { SetMouseCursorState(eMouseCursorState.defaultCursor); } } else { SetMouseCursorState(eMouseCursorState.defaultCursor); } } }