void InputKeyBoardControl() { if (Input.GetKeyDown(KeyCode.UpArrow) || Input.GetKeyDown(KeyCode.W)) { CurrentDir = eDir.UP; moveVector = Vector3.up; } if (Input.GetKeyDown(KeyCode.DownArrow) || Input.GetKeyDown(KeyCode.S)) { CurrentDir = eDir.DOWN; moveVector = Vector3.down; } if (Input.GetKeyDown(KeyCode.LeftArrow) || Input.GetKeyDown(KeyCode.A)) { CurrentDir = eDir.LEFT; moveVector = Vector3.left; } if (Input.GetKeyDown(KeyCode.RightArrow) || Input.GetKeyDown(KeyCode.D)) { CurrentDir = eDir.RIGHT; moveVector = Vector3.right; } }
private void GetDefaultVertices(eDir s, double scale, out VertexT2dN3dV3d first, out VertexT2dN3dV3d second, out VertexT2dN3dV3d third) { VertexT2dN3dV3d t1 = new VertexT2dN3dV3d(), t2 = new VertexT2dN3dV3d(), t3 = new VertexT2dN3dV3d(); switch (s) { case eDir.FrontTopRight: t1 = new VertexT2dN3dV3d(new Vector2d(0.5, 1.0), Vector3d.UnitY, Vector3d.UnitY * scale); t2 = new VertexT2dN3dV3d(new Vector2d(0.0, 0.0), Vector3d.UnitZ, Vector3d.UnitZ * scale); t3 = new VertexT2dN3dV3d(new Vector2d(0.5, 0.0), Vector3d.UnitX, Vector3d.UnitX * scale); break; case eDir.FrontBottomRight: t1 = new VertexT2dN3dV3d(new Vector2d(0.5, 0.0), Vector3d.UnitX, Vector3d.UnitX * scale); t2 = new VertexT2dN3dV3d(new Vector2d(0.0, 0.0), Vector3d.UnitZ, Vector3d.UnitZ * scale); t3 = new VertexT2dN3dV3d(new Vector2d(0.5, 1.0), -Vector3d.UnitY, -Vector3d.UnitY * scale); break; case eDir.FrontBottomLeft: t1 = new VertexT2dN3dV3d(new Vector2d(0.5, 0.0), Vector3d.UnitX, Vector3d.UnitX * scale); t2 = new VertexT2dN3dV3d(new Vector2d(0.5, 1.0), -Vector3d.UnitY, -Vector3d.UnitY * scale); t3 = new VertexT2dN3dV3d(new Vector2d(1.0, 0.0), -Vector3d.UnitZ, -Vector3d.UnitZ * scale); break; case eDir.FrontTopLeft: t1 = new VertexT2dN3dV3d(new Vector2d(1.0, 0.0), -Vector3d.UnitZ, -Vector3d.UnitZ * scale); t2 = new VertexT2dN3dV3d(new Vector2d(0.5, 1.0), Vector3d.UnitY, Vector3d.UnitY * scale); t3 = new VertexT2dN3dV3d(new Vector2d(0.5, 0.0), Vector3d.UnitX, Vector3d.UnitX * scale); break; case eDir.BackTopRight: t1 = new VertexT2dN3dV3d(new Vector2d(0.5, 1.0), Vector3d.UnitY, Vector3d.UnitY * scale); t2 = new VertexT2dN3dV3d(new Vector2d(0.0, 1.0), -Vector3d.UnitX, -Vector3d.UnitX * scale); t3 = new VertexT2dN3dV3d(new Vector2d(0.0, 0.0), Vector3d.UnitZ, Vector3d.UnitZ * scale); break; case eDir.BackBottomRight: t1 = new VertexT2dN3dV3d(new Vector2d(0.5, 1.0), -Vector3d.UnitY, -Vector3d.UnitY * scale); t2 = new VertexT2dN3dV3d(new Vector2d(0.0, 0.0), Vector3d.UnitZ, Vector3d.UnitZ * scale); t3 = new VertexT2dN3dV3d(new Vector2d(0.0, 1.0), -Vector3d.UnitX, -Vector3d.UnitX * scale); break; case eDir.BackBottomLeft: t1 = new VertexT2dN3dV3d(new Vector2d(0.5, 1.0), -Vector3d.UnitY, -Vector3d.UnitY * scale); t2 = new VertexT2dN3dV3d(new Vector2d(1.0, 1.0), -Vector3d.UnitX, -Vector3d.UnitX * scale); t3 = new VertexT2dN3dV3d(new Vector2d(1.0, 0.0), -Vector3d.UnitZ, -Vector3d.UnitZ * scale); break; case eDir.BackTopLeft: t1 = new VertexT2dN3dV3d(new Vector2d(0.5, 1.0), Vector3d.UnitY, Vector3d.UnitY * scale); t2 = new VertexT2dN3dV3d(new Vector2d(1.0, 0.0), -Vector3d.UnitZ, -Vector3d.UnitZ * scale); t3 = new VertexT2dN3dV3d(new Vector2d(1.0, 1.0), -Vector3d.UnitX, -Vector3d.UnitX * scale); break; } first = t1; second = t2; third = t3; }
private void SetRotation(eDir dir) { switch (dir) { case eDir.UP: transform.rotation = Quaternion.Euler(0, 0, 0); return; case eDir.DOWN: transform.rotation = Quaternion.Euler(0, 180, 0); return; case eDir.LEFT: transform.rotation = Quaternion.Euler(0, 270, 0); return; case eDir.RIGHT: transform.rotation = Quaternion.Euler(0, 90, 0); return; default: Debug.Log("ERROR SetRotation"); return; } }
/// <summary> /// See ElevatorModule_IF.cs for explanation /// </summary> /// <param name="maxFloor"></param> public void Update() { m_floorPrev = m_floorCur; if (m_req == eDir.NONE) { return; } if (m_req == eDir.DOWN) { m_floorCur--; } if (m_req == eDir.UP) { m_floorCur++; } m_req = eDir.NONE; if (m_floorCur > m_maxFloor) { m_floorCur = m_maxFloor; return; } if (m_floorCur < 0) { m_floorCur = 0; return; } m_cntMove++; }
private void OnEnable() { mDir = Vector3.zero; mDirState = eDir.None; Camera.main.GetComponent <CameraCtrl>().StartCameraMoveUpdate(mMyTrans); }
public void StartAttack(eDir dir) { // 方向から対象Idを取得する Vector2 targetPos = _MapManager.GetGridPosFromDir(transform.position, dir); int? targetId = _GameManager.GetCharacterId(targetPos); if (targetId == null) { Debug.Log("ERROR targetId"); return; } // IDからパラメータを取得する CharacterParam?targetParam = _GameManager.GetCharacterParamFromId((int)targetId); if (targetParam == null) { Debug.Log("ERROR targetParam"); return; } // 自身のパラメータと対象のパラメータからダメージを計算する int damage = CalculationDamage(_Param, (CharacterParam)targetParam); // アニメーションさせる _Attack.StartAnimation(); // ダメージの表示をする _MessageMan.AddMessage("プレイヤー" + " は " + "スライム" + " に " + damage + " のダメージを与えた "); }
public override void Interaction(Unit u) { if (bExist == false) { return; } if ((int)m_vcPos.x != (int)u.m_vcPos.x || (int)m_vcPos.y != (int)u.m_vcPos.y) { return; } if (u.LastMove == eDir.None) { return; } eDir rollBack = eDir.None; switch (u.LastMove) { case eDir.Left: rollBack = eDir.Right; break; case eDir.Top: rollBack = eDir.Bottom; break; case eDir.Right: rollBack = eDir.Left; break; case eDir.Bottom: rollBack = eDir.Top; break; } u.Move(rollBack); u.Render(); Render(); }
public override void Interaction(Unit u) { if (bExist == false) { return; } if (m_nX != (int)u.m_vcPos.x || m_nY != (int)u.m_vcPos.y) { return; } if (u.LastMove == eDir.None) { return; } switch (u.LastMove) { case eDir.Left: LastMove = eDir.Left; m_nX--; break; case eDir.Top: LastMove = eDir.Top; m_nY--; break; case eDir.Right: LastMove = eDir.Right; m_nX++; break; case eDir.Bottom: LastMove = eDir.Bottom; m_nY++; break; } Render(); }
virtual public void Move(eDir a_eDir) { switch (a_eDir) { case eDir.Left: { m_vcPos.x -= m_vcDir.x * m_fSpeed; } break; case eDir.Right: { m_vcPos.x += m_vcDir.x * m_fSpeed; } break; case eDir.Top: { m_vcPos.y -= m_vcDir.y * m_fSpeed; } break; case eDir.Bottom: { m_vcPos.y += m_vcDir.y * m_fSpeed; } break; } }
public SlicedSphere(double radius, Vector3d offset, eSubdivisions subdivs, eDir[] sides, bool useDL) : base(useDL) { double Diameter = radius; PrimitiveMode = OpenTK.Graphics.OpenGL.BeginMode.Triangles; if (sides[0] == eDir.All) { sides = new eDir[] { eDir.FrontTopRight, eDir.FrontBottomRight, eDir.FrontBottomLeft, eDir.FrontTopLeft, eDir.BackTopRight, eDir.BackBottomRight, eDir.BackBottomLeft, eDir.BackTopLeft, }; } VertexArray = new VertexT2dN3dV3d[sides.Length * 3]; IndexArray = new uint[sides.Length * 3]; uint counter = 0; foreach (eDir s in sides) { GetDefaultVertices(s, Diameter, out VertexArray[counter + 0], out VertexArray[counter + 1], out VertexArray[counter + 2]); IndexArray[counter + 0] = counter + 0; IndexArray[counter + 1] = counter + 1; IndexArray[counter + 2] = counter + 2; counter += 3; } if (subdivs != eSubdivisions.Zero) { for (int s = 0; s < (int)subdivs; s++) { #region Assemble Chunks and convert to Arrays List <Chunk> AllChunks = new List <Chunk>(); for (uint i = 0; i < IndexArray.Length; i += 3) { Chunk chu; Subdivide(Diameter, ref VertexArray[IndexArray[i + 0]], ref VertexArray[IndexArray[i + 1]], ref VertexArray[IndexArray[i + 2]], out chu); AllChunks.Add(chu); } Chunk.GetArray(ref AllChunks, out VertexArray, out IndexArray); AllChunks.Clear(); #endregion Assemble Chunks and convert to Arrays } } for (int i = 0; i < VertexArray.Length; i++) { Vector3d.Add(ref VertexArray[i].Position, ref offset, out VertexArray[i].Position); } }
public void ChangeRoom(eDir a_eDir) { int nKey = m_refActiveRoom.nCoordKye; nKey += a_eDir.GetKeyGap(); ChangeRoom(nKey); }
private bool CanMoveAction(eDir dir) { if (_Actor.CanMove(transform.position, dir)) { return(true); } return(false); }
public void StartAnime(eDir dir) { Vector3 targetPos = ConvertActionToTargetPosition(dir); StartPos = transform.position; EndPos = transform.position + targetPos; ElapsedTime = 0; }
public static void RecursiveCreateRoom(ref ST_Room a_stRoom, eDir a_eDir = eDir.None) { if (a_eDir != eDir.None) { a_stRoom.eOpenDir |= a_eDir; } // 위 if ((UnityEngine.Random.Range(0, 1.0f) > 0.5f)) { var room = AddRoom(a_stRoom.nX, a_stRoom.nY + 1); if (room != null) { a_stRoom.eOpenDir |= eDir.Top; RecursiveCreateRoom(ref room, eDir.Bottom); } } // 왼쪽 if ((a_stRoom.nX > 0) && (UnityEngine.Random.Range(0, 1.0f) > 0.5f)) { var room = AddRoom(a_stRoom.nX - 1, a_stRoom.nY); if (room != null) { a_stRoom.eOpenDir |= eDir.Left; RecursiveCreateRoom(ref room, eDir.Right); } } // 오른쪽 if ((UnityEngine.Random.Range(0, 1.0f) > 0.5f)) { var room = AddRoom(a_stRoom.nX + 1, a_stRoom.nY); if (room != null) { a_stRoom.eOpenDir |= eDir.Right; RecursiveCreateRoom(ref room, eDir.Left); } } // 아래 if ((a_stRoom.nY > 0) && (UnityEngine.Random.Range(0, 1.0f) > 0.5f)) { var room = AddRoom(a_stRoom.nX, a_stRoom.nY - 1); if (room != null) { a_stRoom.eOpenDir |= eDir.Bottom; RecursiveCreateRoom(ref room, eDir.Top); } } }
public SMPathOut this[eDir dir] { get { return(_pathList[(int)dir]); } set { _pathList[(int)dir] = value; } }
IEnumerator co_AfterRotProcess(eDir ChangeDir, float angle) { if (ChangeDir == eDir.Left) //오른쪽 { angle = -90; AngleSafe = angle; transform.localScale = new Vector3(-2, 2, 1); while (true) { yield return(null); //if (mIsAttacking == false) //{ angle += .5f; AngleSafe = angle; RotateObject.transform.eulerAngles = new Vector3(0, 0, angle); if (angle == 0) { break; } //} } DirState = ChangeDir; isRot = false; } else if (ChangeDir == eDir.Right) //왼쪽 { angle = 90; AngleSafe = angle; transform.localScale = new Vector3(2, 2, 1); while (true) { yield return(null); //if (mIsAttacking == false) //{ angle -= .5f; AngleSafe = angle; RotateObject.transform.eulerAngles = new Vector3(0, 0, angle); if (angle == 0) { break; } //} } DirState = ChangeDir; isRot = false; } StartCoroutine("WalkAnimation"); }
public Sprite GetCurrentSprite(eDir dir) { if (!IsAnimated && m_charsetType == eCharSetType.RPG_Maker_XP) { return(m_spriteXpIdleFrames[(int)dir]); } else { return(m_spriteFrames[(int)((int)dir * AnimFrames + CurrentFrame)]); } }
public Sprite GetCurrentSprite(eDir dir) { if (!IsAnimated) { return(m_spriteXpIdleFrames[(int)dir]); } else { return(m_spriteFrames[(int)(int)dir * AnimFrames + CurrentFrame]); } }
void Rot(eDir ChangeDir) { if (isRot) { return; } isRot = true; StartCoroutine(co_Rot(ChangeDir)); StopCoroutine("WalkAnimation"); Body.sprite = BodySprite[0]; }
// 攻撃メソッド public void Attack(eDir dir) { if (_GameManager.GameSequence == eSequence.KEY_INPUT) { if (CanAttackAction(dir)) { _GameManager.GameSequence = eSequence.ACT_BEGIN; _Actor.StartAttack(dir); } } }
private void ActionUpdate(eDir dir) { if (GameSequence == eSequence.KEY_INPUT) { _Player.Move(dir); OldDir = dir; // キャラクターの移動アニメーションからカメラをUpdateする必要がある //_Camera.Move(); // _Player.Attack( dir ); } }
public void Clear() { nX = 0; nY = 0; nRoomID = 0; eState = eRoomState.None; eExistNPC = eNPC.None; eOpenDir = eDir.None; bPortal = false; }
public override int Update(float a_fDelta) { eDir eDir = eDir.None; eDir eDirM = eDir.None; Console.SetCursorPosition(30, 40); Console.WriteLine(a_fDelta); if (eKey.Left.IsKeyDown() == true) { eDir = eDir.Left; } else if (eKey.Right.IsKeyDown() == true) { eDir = eDir.Right; } if (eKey.Down.IsKeyDown() == true) { eDir = eDir.Bottom; } else if (eKey.Up.IsKeyDown() == true) { eDir = eDir.Top; } if (eKey.Z.IsKeyDown() == true) { if (user.activeZ == false) { return(0); } foreach (var temp in monsters) { user.ActiveSkill(eSkillType.Fire, temp); } s.Update(user, a_fDelta); } if (eDir != eDir.None) { foreach (var temp in monsters) { eDirM = (eDir)ran.Next(); temp.Move(eDirM); } user.Update(eDir); } return(0); }
public bool IsStair(Vector3 CurrentPos, eDir dir) { int Panel = getNextPanel(CurrentPos, dir); if (Panel == (int)eMapElement.STAIRS) { return(true); } else { return(false); } }
// 移動先が敵キャラクターか判定する public bool CanAttack(Vector3 CurrentPos, eDir dir) { int Panel = getNextPanel(CurrentPos, dir); if (Panel == (int)eMapElement.ENEMY) { return(true); } else { return(false); } }
void Move(Vector3 DirectionPos, Vector3 dir, eDir ChangeDir = eDir.Right, float EnemyDirScaleValue = -2) { float dis = Vector2.Distance(transform.position, DirectionPos); if (dis >= DetectRange) { transform.Translate(dir * Speed * Time.deltaTime); } else //TurnPoint에 도착했다면 { Rot(ChangeDir); } }
/// <summary> /// Y轴方向弹簧效果 /// </summary> /// <param name="target"></param> /// <param name="init_dir">初始方向</param> /// <param name="speed">震动速度</param> /// <param name="altitude">振幅</param> /// <param name="attenuation">振幅衰减速度</param> /// <returns></returns> public static SpringTransformer springY(GameObject target, eDir init_dir, float speed, float altitude, float attenuation) { SpringTransformer transformer = new SpringTransformer(); transformer.m_InitPosition = target.transform.localPosition; transformer.m_Dir = init_dir; transformer.m_Speed = speed; transformer.m_Altitude = altitude; transformer.m_Attenuation = attenuation; transformer.m_fTransformTime = float.MaxValue; transformer.target = target; return(transformer); }
public eDir this[SMPathOut pathOutCheck] { get { for (eDir dir = eDir.Up; dir < eDir.Num; dir++) { if (object.ReferenceEquals(this[dir], pathOutCheck)) { return(dir); } } return(eDir.Num); } }
private void ResetDir(eDir dir) { switch (dir) { case eDir.Left: transform.localScale = new Vector3(2, 2, 1); break; case eDir.Right: transform.localScale = new Vector3(-2, 2, 1); break; } RotateObject.transform.eulerAngles = new Vector3(0, 0, AngleSafe); }
public override int Update(float a_fDelta) { eDir eDir = eDir.None; if (eKey.Left.IsKeyDown() == true) { eDir = eDir.Left; } else if (eKey.Right.IsKeyDown() == true) { eDir = eDir.Right; } if (eKey.Down.IsKeyDown() == true) { eDir = eDir.Bottom; } else if (eKey.Up.IsKeyDown() == true) { eDir = eDir.Top; } if (eKey.Z.IsKeyDown() == true) { if (user.activeZ == false) { return(0); } foreach (var temp in monsters) { user.ActiveSkill(eSkillType.Fire, temp); } user.ActiveSkill(eSkillType.Fire, Boss); s.Update(user, a_fDelta); } if (eDir != eDir.None) { user.Update(eDir); Define.SaveStatus(user); } if (Boss.bExist == false) { return(2); } return(0); }
public Projectile(Point pos, float speed, eDir dir, Vehicle owner) { throw new NotImplementedException(); }
private void GetDefaultVertices( eDir s, double scale, out VertexT2dN3dV3d first, out VertexT2dN3dV3d second, out VertexT2dN3dV3d third ) { VertexT2dN3dV3d t1 = new VertexT2dN3dV3d(), t2 = new VertexT2dN3dV3d(), t3 = new VertexT2dN3dV3d(); switch ( s ) { case eDir.FrontTopRight: t1 = new VertexT2dN3dV3d( new Vector2d( 0.5, 1.0 ), Vector3d.UnitY, Vector3d.UnitY * scale ); t2 = new VertexT2dN3dV3d( new Vector2d( 0.0, 0.0 ), Vector3d.UnitZ, Vector3d.UnitZ * scale ); t3 = new VertexT2dN3dV3d( new Vector2d( 0.5, 0.0 ), Vector3d.UnitX, Vector3d.UnitX * scale ); break; case eDir.FrontBottomRight: t1 = new VertexT2dN3dV3d( new Vector2d( 0.5, 0.0 ), Vector3d.UnitX, Vector3d.UnitX * scale ); t2 = new VertexT2dN3dV3d( new Vector2d( 0.0, 0.0 ), Vector3d.UnitZ, Vector3d.UnitZ * scale ); t3 = new VertexT2dN3dV3d( new Vector2d( 0.5, 1.0 ), -Vector3d.UnitY, -Vector3d.UnitY * scale ); break; case eDir.FrontBottomLeft: t1 = new VertexT2dN3dV3d( new Vector2d( 0.5, 0.0 ), Vector3d.UnitX, Vector3d.UnitX * scale ); t2 = new VertexT2dN3dV3d( new Vector2d( 0.5, 1.0 ), -Vector3d.UnitY, -Vector3d.UnitY * scale ); t3 = new VertexT2dN3dV3d( new Vector2d( 1.0, 0.0 ), -Vector3d.UnitZ, -Vector3d.UnitZ * scale ); break; case eDir.FrontTopLeft: t1 = new VertexT2dN3dV3d( new Vector2d( 1.0, 0.0 ), -Vector3d.UnitZ, -Vector3d.UnitZ * scale ); t2 = new VertexT2dN3dV3d( new Vector2d( 0.5, 1.0 ), Vector3d.UnitY, Vector3d.UnitY * scale ); t3 = new VertexT2dN3dV3d( new Vector2d( 0.5, 0.0 ), Vector3d.UnitX, Vector3d.UnitX * scale ); break; case eDir.BackTopRight: t1 = new VertexT2dN3dV3d( new Vector2d( 0.5, 1.0 ), Vector3d.UnitY, Vector3d.UnitY * scale ); t2 = new VertexT2dN3dV3d( new Vector2d( 0.0, 1.0 ), -Vector3d.UnitX, -Vector3d.UnitX * scale ); t3 = new VertexT2dN3dV3d( new Vector2d( 0.0, 0.0 ), Vector3d.UnitZ, Vector3d.UnitZ * scale ); break; case eDir.BackBottomRight: t1 = new VertexT2dN3dV3d( new Vector2d( 0.5, 1.0 ), -Vector3d.UnitY, -Vector3d.UnitY * scale ); t2 = new VertexT2dN3dV3d( new Vector2d( 0.0, 0.0 ), Vector3d.UnitZ, Vector3d.UnitZ * scale ); t3 = new VertexT2dN3dV3d( new Vector2d( 0.0, 1.0 ), -Vector3d.UnitX, -Vector3d.UnitX * scale ); break; case eDir.BackBottomLeft: t1 = new VertexT2dN3dV3d( new Vector2d( 0.5, 1.0 ), -Vector3d.UnitY, -Vector3d.UnitY * scale ); t2 = new VertexT2dN3dV3d( new Vector2d( 1.0, 1.0 ), -Vector3d.UnitX, -Vector3d.UnitX * scale ); t3 = new VertexT2dN3dV3d( new Vector2d( 1.0, 0.0 ), -Vector3d.UnitZ, -Vector3d.UnitZ * scale ); break; case eDir.BackTopLeft: t1 = new VertexT2dN3dV3d( new Vector2d( 0.5, 1.0 ), Vector3d.UnitY, Vector3d.UnitY * scale ); t2 = new VertexT2dN3dV3d( new Vector2d( 1.0, 0.0 ), -Vector3d.UnitZ, -Vector3d.UnitZ * scale ); t3 = new VertexT2dN3dV3d( new Vector2d( 1.0, 1.0 ), -Vector3d.UnitX, -Vector3d.UnitX * scale ); break; } first = t1; second = t2; third = t3; }
public SlicedSphere( double radius, Vector3d offset, eSubdivisions subdivs, eDir[] sides, bool useDL ) : base( useDL ) { double Diameter = radius; PrimitiveMode = OpenTK.Graphics.OpenGL.BeginMode.Triangles; if ( sides[0] == eDir.All ) { sides = new eDir[] { eDir.FrontTopRight, eDir.FrontBottomRight, eDir.FrontBottomLeft, eDir.FrontTopLeft, eDir.BackTopRight, eDir.BackBottomRight, eDir.BackBottomLeft, eDir.BackTopLeft,}; } VertexArray = new VertexT2dN3dV3d[sides.Length * 3]; IndexArray = new uint[sides.Length * 3]; uint counter = 0; foreach ( eDir s in sides ) { GetDefaultVertices( s, Diameter, out VertexArray[counter + 0], out VertexArray[counter + 1], out VertexArray[counter + 2] ); IndexArray[counter + 0] = counter + 0; IndexArray[counter + 1] = counter + 1; IndexArray[counter + 2] = counter + 2; counter += 3; } if ( subdivs != eSubdivisions.Zero ) { for ( int s = 0; s < (int)subdivs; s++ ) { #region Assemble Chunks and convert to Arrays List<Chunk> AllChunks = new List<Chunk>(); for ( uint i = 0; i < IndexArray.Length; i += 3 ) { Chunk chu; Subdivide( Diameter, ref VertexArray[IndexArray[i + 0]], ref VertexArray[IndexArray[i + 1]], ref VertexArray[IndexArray[i + 2]], out chu ); AllChunks.Add( chu ); } Chunk.GetArray( ref AllChunks, out VertexArray, out IndexArray ); AllChunks.Clear(); #endregion Assemble Chunks and convert to Arrays } } for (int i=0; i<VertexArray.Length;i++) { Vector3d.Add(ref VertexArray[i].Position, ref offset, out VertexArray[i].Position); } }
public Sprite GetCurrentSprite( eDir dir ) { if( !IsAnimated && m_charsetType == eCharSetType.RPG_Maker_XP ) return m_spriteXpIdleFrames[(int)dir]; else return m_spriteFrames[(int)((int)dir * AnimFrames + CurrentFrame)]; }
public Player(int ID, Point pos, float speed, eDir dir, int hitPoints, Weapon weapon) { throw new NotImplementedException(); }
protected Vehicle(Point pos, float speed, eDir dir, int hitPoints, Projectile weapon) { throw new NotImplementedException(); }
protected dynamicObject(Point pos, float speed, eDir dir) { throw new NotImplementedException(); }
public Enemy(Point pos, float speed, eDir dir, int hitPoints, Weapon weapon) { throw new NotImplementedException(); }