public override void Update(GameTime gameTime, CharactorSelectDatas data) { if (!data.getModel(playerID).Equals(model)) { model = data.getModel(playerID); } model.ChangeMotion(DropFight.ModelUtils.PlayerModel.ModelAnimation.WALK); model.Update(gameTime); isConflict = data.getConflict(playerID); }
public override void Click(PlayerIndex clickPlayer, CharactorSelectDatas data) { switch (data.getPlayerType(playerIndex)) { case PlayerType.HUMAN: data.setPlayerType(playerIndex, PlayerType.CPU); break; case PlayerType.CPU: data.setPlayerType(playerIndex, PlayerType.HUMAN); break; } }
public override void Update(GameTime gameTime, CharactorSelectDatas data) { //現在の状態をテクスチャに反映 switch(data.getPlayerType(playerIndex)){ case PlayerType.HUMAN: nowTexture=humanTexture; break; case PlayerType.CPU: nowTexture=cpuTexture; break; } return; }
public override void Click(PlayerIndex clickPlayer, CharactorSelectDatas data) { if (stopwatch.ElapsedMilliseconds < 500) { return; } stopwatch.Restart(); #warning playerIDの判別処理をそのうち追加 switch (modelSelctType) { case ModelSelectType.RIGHT: switch(data.getModelType(playerID)){ case ModelType.Inoshishi: data.setModelType(playerID, ModelType.Legend); break; case ModelType.Legend: data.setModelType(playerID, ModelType.Metall); break; case ModelType.Metall: data.setModelType(playerID, ModelType.SnowMan); break; case ModelType.SnowMan: data.setModelType(playerID, ModelType.Inoshishi); break; } break; case ModelSelectType.LEFT: switch (data.getModelType(playerID)) { case ModelType.Inoshishi: data.setModelType(playerID, ModelType.SnowMan); break; case ModelType.Legend: data.setModelType(playerID, ModelType.Inoshishi); break; case ModelType.Metall: data.setModelType(playerID, ModelType.Legend); break; case ModelType.SnowMan: data.setModelType(playerID, ModelType.Metall); break; } break; } }
public override void Click(PlayerIndex Clickplayer, CharactorSelectDatas data) { }
public override void Update(GameTime gameTime, CharactorSelectDatas data) { }
public override void Click(PlayerIndex Clickplayer, CharactorSelectDatas data) { //モデルと色がかぶってなければ if(!data.IsConflict)data.SettingEnd = true; }
public abstract void Update(GameTime gameTime,CharactorSelectDatas data);
public abstract void Click(PlayerIndex Clickplayer, CharactorSelectDatas data);