public virtual void PhsxStep(BackgroundFloaterList list) { MyQuad.Quad.UV_Phsx(uv_speed); Data.Position += Data.Velocity; if (MyQuad.Quad.Right < list.BL.X - 100) { Data.Position.X = list.TR.X + MyQuad.Quad.Width / 2 + 50; } else if (MyQuad.Quad.Left > list.TR.X + 100) { Data.Position.X = list.BL.X - MyQuad.Quad.Width / 2 - 50; } MyQuad.Base.Origin = Data.Position; //if (MyQuad.TextureName.Contains("chan")) //{ // MyQuad.PointxAxisTo(CoreMath.Periodic(.005f, -.005f, 300, MyLevel.CurPhsxStep)); // InitialUpdate(); //} //else MyQuad.PointxAxisTo(0); MyQuad.Update(); if (SpinVelocity != 0) { MyQuad.Angle += SpinVelocity; MyQuad.Update(); } else { MyQuad.UpdateShift(); } }
public void Absorb(BackgroundFloaterList list) { foreach (BackgroundFloater floater in list.Floaters) { floater.SetLevel(MyLevel); } Floaters.AddRange(list.Floaters); }
public override void PhsxStep(BackgroundFloaterList list) { }