/// <summary> /// 完成图像处理. /// </summary> /// <returns> 是否处理完毕, 返回 False 的情况下,表示还有后续处理. </returns> public override bool DoImageSwitch() { switch (this.rotationStep) { case RotationStep.LargeToSmall: // 从大到小. DoFromLargeToSmall(); return(false); case RotationStep.ChangeImage: // 切换图片. SwitchImage(); // 进入下一个阶段 this.rotationStep = RotationStep.SmallToLarge; return(false); case RotationStep.SmallToLarge: // 从小到大. DoFromSmallToLarge(); return(false); } return(true); }
/// <summary> /// 完成图像处理. /// </summary> /// <returns> 是否处理完毕, 返回 False 的情况下,表示还有后续处理. </returns> public override bool DoImageSwitch() { switch (this.rotationStep) { case RotationStep.LargeToSmall: // 从大到小. DoFromLargeToSmall(); return false; case RotationStep.ChangeImage: // 切换图片. SwitchImage(); // 进入下一个阶段 this.rotationStep = RotationStep.SmallToLarge; return false; case RotationStep.SmallToLarge: // 从小到大. DoFromSmallToLarge(); return false; } return true; }
/// <summary> /// 初始化其他数据. /// </summary> protected override void InitOtherData() { // 初始情况下,需要调整为 “从大变小” rotationStep = RotationStep.LargeToSmall; // 旋转的情况下, 前景图片需要放到前面. ForePictureBox.BringToFront(); // 旋转的模式下, 需要调整图像的 显示模式. this.ForePictureBox.SizeMode = PictureBoxSizeMode.StretchImage; this.BackPictureBox.SizeMode = PictureBoxSizeMode.StretchImage; }
public override void WriteXml(XmlWriter writer) { base.WriteXml(writer); writer.WriteElementString("KnobImage", KnobImage); writer.WriteElementString("RotationStep", RotationStep.ToString(CultureInfo.InvariantCulture)); writer.WriteElementString("StepValue", StepValue.ToString(CultureInfo.InvariantCulture)); writer.WriteElementString("InitialRotation", InitialRotation.ToString(CultureInfo.InvariantCulture)); writer.WriteStartElement("ClickType"); writer.WriteElementString("Type", ClickType.ToString()); if (ClickType != ClickType.Touch) { writer.WriteElementString("Sensitivity", Sensitivity.ToString(CultureInfo.InvariantCulture)); } writer.WriteEndElement(); }
private async Task AnimateRotationStepAsync(RotationStep step) { await AnimateRotatingTilesAsync(step.MovedTiles, step.Pivot, step.RotationSense); }
public EventStep TypeToStep(GameEventType t) { EventStep s = null; if(GameEventType.WAIT.Equals(t)) s = new WaitStep(t); else if(GameEventType.GO_TO.Equals(t)) s = new GoToStep(t); else if(GameEventType.RANDOM_STEP.Equals(t)) s = new RandomStep(t); else if(GameEventType.CHECK_RANDOM.Equals(t)) s = new CheckRandomStep(t); else if(GameEventType.CHECK_FORMULA.Equals(t)) s = new CheckFormulaStep(t); else if(GameEventType.END_EVENT.Equals(t)) s = new EndEventStep(t); else if(GameEventType.LOAD_SCENE.Equals(t)) s = new LoadSceneStep(t); else if(GameEventType.WAIT_FOR_BUTTON.Equals(t)) s = new WaitForButtonStep(t); else if(GameEventType.CHECK_DIFFICULTY.Equals(t)) s = new CheckDifficultyStep(t); // spawn steps else if(GameEventType.SPAWN_PLAYER.Equals(t)) s = new SpawnPlayerStep(t); else if(GameEventType.DESTROY_PLAYER.Equals(t)) s = new DestroyPlayerStep(t); else if(GameEventType.SPAWN_PREFAB.Equals(t)) s = new SpawnPrefabStep(t); else if(GameEventType.DESTROY_PREFAB.Equals(t)) s = new DestroyPrefabStep(t); else if(GameEventType.TELEPORT.Equals(t)) s = new TeleportStep(t); // dialogue steps else if(GameEventType.SHOW_DIALOGUE.Equals(t)) s = new ShowDialogueStep(t); else if(GameEventType.SHOW_CHOICE.Equals(t)) s = new ShowChoiceStep(t); else if(GameEventType.TELEPORT_CHOICE.Equals(t)) s = new TeleportChoiceStep(t); // function steps else if(GameEventType.SEND_MESSAGE.Equals(t)) s = new SendMessageStep(t); else if(GameEventType.BROADCAST_MESSAGE.Equals(t)) s = new BroadcastMessageStep(t); else if(GameEventType.ADD_COMPONENT.Equals(t)) s = new AddComponentStep(t); else if(GameEventType.REMOVE_COMPONENT.Equals(t)) s = new RemoveComponentStep(t); else if(GameEventType.ACTIVATE_OBJECT.Equals(t)) s = new ActivateObjectStep(t); else if(GameEventType.OBJECT_VISIBLE.Equals(t)) s = new ObjectVisibleStep(t); else if(GameEventType.PARENT_OBJECT.Equals(t)) s = new ParentObjectStep(t); else if(GameEventType.CALL_GLOBAL_EVENT.Equals(t)) s = new CallGlobalEventStep(t); // statistic steps else if(GameEventType.CUSTOM_STATISTIC.Equals(t)) s = new CustomStatisticStep(t); else if(GameEventType.CLEAR_STATISTIC.Equals(t)) s = new ClearStatisticStep(t); // camera steps else if(GameEventType.SET_CAMERA_POSITION.Equals(t)) s = new SetCamPosStep(t); else if(GameEventType.FADE_CAMERA_POSITION.Equals(t)) s = new FadeCamPosStep(t); else if(GameEventType.SET_INITIAL_CAMPOS.Equals(t)) s = new SetInitialCamPosStep(t); else if(GameEventType.FADE_TO_INITIAL_CAMPOS.Equals(t)) s = new FadeToInitialCamPosStep(t); else if(GameEventType.SHAKE_CAMERA.Equals(t)) s = new ShakeCameraStep(t); else if(GameEventType.ROTATE_CAMERA_AROUND.Equals(t)) s = new RotateCamAroundStep(t); // move steps else if(GameEventType.SET_TO_POSITION.Equals(t)) s = new SetToPositionStep(t); else if(GameEventType.MOVE_TO_WAYPOINT.Equals(t)) s = new MoveToWaypointStep(t); else if(GameEventType.MOVE_TO_DIRECTION.Equals(t)) s = new MoveToDirectionStep(t); else if(GameEventType.MOVE_TO_PREFAB.Equals(t)) s = new MoveToPrefabStep(t); // rotate steps else if(GameEventType.ROTATE_TO_WAYPOINT.Equals(t)) s = new RotateToWaypointStep(t); else if(GameEventType.ROTATION.Equals(t)) s = new RotationStep(t); // animation steps else if(GameEventType.PLAY_ANIMATION.Equals(t)) s = new PlayAnimationStep(t); else if(GameEventType.STOP_ANIMATION.Equals(t)) s = new StopAnimationStep(t); // audio steps else if(GameEventType.PLAY_SOUND.Equals(t)) s = new PlaySoundStep(t); else if(GameEventType.STOP_SOUND.Equals(t)) s = new StopSoundStep(t); else if(GameEventType.PLAY_MUSIC.Equals(t)) s = new PlayMusicStep(t); else if(GameEventType.STORE_MUSIC.Equals(t)) s = new StoreMusicStep(t); // fade steps else if(GameEventType.FADE_OBJECT.Equals(t)) s = new FadeObjectStep(t); else if(GameEventType.FADE_CAMERA.Equals(t)) s = new FadeCameraStep(t); // item steps else if(GameEventType.ADD_ITEM.Equals(t)) s = new AddItemStep(t); else if(GameEventType.REMOVE_ITEM.Equals(t)) s = new RemoveItemStep(t); else if(GameEventType.CHECK_ITEM.Equals(t)) s = new CheckItemStep(t); else if(GameEventType.LEARN_ITEM_RECIPE.Equals(t)) s = new LearnItemRecipeStep(t); else if(GameEventType.ITEM_RECIPE_KNOWN.Equals(t)) s = new ItemRecipeKnownStep(t); // weapon steps else if(GameEventType.ADD_WEAPON.Equals(t)) s = new AddWeaponStep(t); else if(GameEventType.REMOVE_WEAPON.Equals(t)) s = new RemoveWeaponStep(t); else if(GameEventType.CHECK_WEAPON.Equals(t)) s = new CheckWeaponStep(t); // armor steps else if(GameEventType.ADD_ARMOR.Equals(t)) s = new AddArmorStep(t); else if(GameEventType.REMOVE_ARMOR.Equals(t)) s = new RemoveArmorStep(t); else if(GameEventType.CHECK_ARMOR.Equals(t)) s = new CheckArmorStep(t); // money steps else if(GameEventType.ADD_MONEY.Equals(t)) s = new AddMoneyStep(t); else if(GameEventType.REMOVE_MONEY.Equals(t)) s = new RemoveMoneyStep(t); else if(GameEventType.SET_MONEY.Equals(t)) s = new SetMoneyStep(t); else if(GameEventType.CHECK_MONEY.Equals(t)) s = new CheckMoneyStep(t); // party steps else if(GameEventType.JOIN_PARTY.Equals(t)) s = new JoinPartyStep(t); else if(GameEventType.LEAVE_PARTY.Equals(t)) s = new LeavePartyStep(t); else if(GameEventType.IS_IN_PARTY.Equals(t)) s = new IsInPartyStep(t); else if(GameEventType.HAS_LEFT_PARTY.Equals(t)) s = new HasLeftPartyStep(t); else if(GameEventType.CHECK_PLAYER.Equals(t)) s = new CheckPlayerStep(t); else if(GameEventType.SET_PLAYER.Equals(t)) s = new SetPlayerStep(t); else if(GameEventType.SET_CHARACTER_NAME.Equals(t)) s = new SetCharacterNameStep(t); // battle party steps else if(GameEventType.JOIN_BATTLE_PARTY.Equals(t)) s = new JoinBattlePartyStep(t); else if(GameEventType.LEAVE_BATTLE_PARTY.Equals(t)) s = new LeaveBattlePartyStep(t); else if(GameEventType.IS_IN_BATTLE_PARTY.Equals(t)) s = new IsInBattlePartyStep(t); else if(GameEventType.LOCK_BP_MEMBER.Equals(t)) s = new LockBattlePartyMemberStep(t); else if(GameEventType.UNLOCK_BP_MEMBER.Equals(t)) s = new UnlockBattlePartyMemberStep(t); else if(GameEventType.IS_LOCKED_BP_MEMBER.Equals(t)) s = new IsLockedBattlePartyMemberStep(t); // skill steps else if(GameEventType.LEARN_SKILL.Equals(t)) s = new LearnSkillStep(t); else if(GameEventType.FORGET_SKILL.Equals(t)) s = new ForgetSkillStep(t); else if(GameEventType.HAS_SKILL.Equals(t)) s = new HasSkillStep(t); // equip steps else if(GameEventType.EQUIP_WEAPON.Equals(t)) s = new EquipWeaponStep(t); else if(GameEventType.EQUIP_ARMOR.Equals(t)) s = new EquipArmorStep(t); else if(GameEventType.UNEQUIP.Equals(t)) s = new UnequipStep(t); // status steps else if(GameEventType.REGENERATE.Equals(t)) s = new RegenerateStep(t); else if(GameEventType.CHECK_STATUS_VALUE.Equals(t)) s = new CheckStatusValueStep(t); else if(GameEventType.SET_STATUS_VALUE.Equals(t)) s = new SetStatusValueStep(t); else if(GameEventType.CHANGE_STATUS_EFFECT.Equals(t)) s = new ChangeStatusEffectStep(t); else if(GameEventType.LEVEL_UP.Equals(t)) s = new LevelUpStep(t); else if(GameEventType.CHECK_LEVEL.Equals(t)) s = new CheckLevelStep(t); // class steps else if(GameEventType.CHECK_CLASS.Equals(t)) s = new CheckClassStep(t); else if(GameEventType.CHANGE_CLASS.Equals(t)) s = new ChangeClassStep(t); // variable steps else if(GameEventType.SET_VARIABLE.Equals(t)) s = new SetVariableStep(t); else if(GameEventType.REMOVE_VARIABLE.Equals(t)) s = new RemoveVariableStep(t); else if(GameEventType.CHECK_VARIABLE.Equals(t)) s = new CheckVariableStep(t); else if(GameEventType.SET_NUMBER_VARIABLE.Equals(t)) s = new SetNumberVariableStep(t); else if(GameEventType.REMOVE_NUMBER_VARIABLE.Equals(t)) s = new RemoveNumberVariableStep(t); else if(GameEventType.CHECK_NUMBER_VARIABLE.Equals(t)) s = new CheckNumberVariableStep(t); else if(GameEventType.SET_PLAYERPREFS.Equals(t)) s = new SetPlayerPrefsStep(t); else if(GameEventType.GET_PLAYERPREFS.Equals(t)) s = new GetPlayerPrefsStep(t); else if(GameEventType.HAS_PLAYERPREFS.Equals(t)) s = new HasPlayerPrefsStep(t); return s; }