private void HandleAnimation(object o, AnimationTimerEventArgs e) { Texture = TextureBank.GetTexture(textures[e.FrameIndex]); m_Bounds.Width = Texture.Width; m_Bounds.Height = Texture.Height; Origin = new Vector2(Texture.Width / 2, Texture.Height / 2); }
private void HandleAnimation(object o, AnimationTimerEventArgs e) { switch (e.AnimationName) { case BlinkAnimationName: m_Texture = TextureBank.GetTexture(m_BlinkingTextures[e.FrameIndex]); break; } }
private void AnimationHandler(object o, AnimationTimerEventArgs e) { switch (e.AnimationName) { case m_MoveHandsString: Vector2 amount = m_Direction; amount.Normalize(); //in here i would move the hands a certain amount in the direction that they are moving //depending on which animation interval that im in switch (e.FrameIndex) { case 0: amount *= 5; break; case 1: amount *= 10; break; case 2: amount *= 5; break; case 3: amount *= 10; break; case 4: amount *= 10; break; } Lefthand.Move(amount, TimeSpan.FromSeconds(0)); Righthand.Move(amount, TimeSpan.FromSeconds(0)); break; } }
private void HandlePlasmaHitAnimation(object o, AnimationTimerEventArgs e) { Texture = TextureBank.GetTexture(hitTextures[e.FrameIndex]); }