public SZ(BasicEffect be) { bones[0] = new Bone2(); bones[1] = new Bone2(); bones[0].BoneStart = new Vector2(24, 0); bones[0].BoneEnd = new Vector2(24, 48); bones[0].ParentId = -1; bones[0].TextureName = "0"; bones[0].TextureOrigin = new Vector2(24, 0); bones[1].BoneStart = new Vector2(0, 24); bones[1].BoneEnd = new Vector2(48, 24); bones[1].ParentId = 0; bones[0].TextureName = "1"; bones[1].TextureOrigin = new Vector2(12,24); this.be = be; l = new DebugLine[bones.Length]; textures = new Texture2D[bones.Length]; positions[0] = new Vector2(200, 200); positions[1] = new Vector2(0, 0); }
public Skeleton2(BasicEffect be) { bones[0] = new Bone2(); bones[1] = new Bone2(); //bones[0].BoneStart = new Vector2(400, 400); //bones[0].ParentId = -1; //bones[0].Length = 60.90156f; //bones[0].TextureName = "machine_arm"; //bones[0].Rotation = 0f; //bones[0].TextureOrigin = new Vector2(10, 43); //bones[1].BoneStart = new Vector2(0, -32); //bones[1].ParentId = 0; //bones[1].Length = 48; //bones[1].TextureName = "machine_forearm2"; //bones[1].Rotation = 0f; //bones[1].TextureOrigin = new Vector2(25, 24); bones[0].BoneStart = new Vector2(400, 400); bones[0].ParentId = -1; bones[0].Length = 60.90156f; bones[0].TextureName = "1"; bones[0].Rotation = 0f; bones[0].TextureOrigin = new Vector2(10, 43); bones[0].Flag = BoneFlag.BoneAbsolute; bones[1].BoneStart = new Vector2(0, -32); bones[1].ParentId = 0; bones[1].Length = 48; bones[1].TextureName = "1"; bones[1].Rotation = 0f; bones[1].TextureOrigin = new Vector2(25, 24); bones[0].Flag = BoneFlag.Child; this.be = be; l = new DebugLine[bones.Length]; textures = new Texture2D[bones.Length]; //for (int i = 0; i < l.Length; i++) //{ // l[i] = new DebugLine(be, bones[i].BoneStart.X, // bones[i].BoneStart.Y, bones[i].Length); //} }