public void Initialize(CharacterDefinition.PicDef pd) { Texture2D tex = GameConst.Content.Load<Texture2D>(@"character/" + pd.texture); framesize.X = pd.width; framesize.Y = pd.height; Size = new Vector2(pd.size, pd.size); foreach (CharacterDefinition.AnimDef ad in pd.anims) { CharacterAnimation cani = new CharacterAnimation(ad.name); cani.FrameCount = ad.framecount; cani.EventFrame = ad.eventframe; cani.Loop = ad.loop; cani.Speed = ad.speed; foreach (CharacterDefinition.AnimFrameDef fd in ad.frames) { cani.AddFrame(fd.x, fd.y, fd.w, fd.h, fd.center); cani.Reset(); } Animations[ad.name] = cani; animTextures[ad.name] = tex; } currentAnim = Animations["Idle"]; }
public void Initialize(ContentManager content) { string assertname = "effect/" + name; animation = new CharacterAnimation(name); PreRenderEffectContent.FrameDef[] defs = content.Load<PreRenderEffectContent.FrameDef[]>(assertname); animation.FrameCount = defs.Length; animation.Speed = playspeed; foreach (PreRenderEffectContent.FrameDef def in defs) { animation.AddFrame(def.x, def.y, def.w, def.h, "center"); } animation.Reset(); assertname = "effect/" + name + "_pic"; texture = content.Load<Texture2D>(assertname); }
public void AddCharacterDefinition(CharacterDefinition.PicDef pd) { Texture2D tex = GameConst.Content.Load<Texture2D>(@"character/" + pd.texture); if (tex != null) { foreach (CharacterDefinition.AnimDef ad in pd.anims) { CharacterAnimation cani = new CharacterAnimation(ad.name); cani.FrameCount = ad.framecount; cani.EventFrame = ad.eventframe; cani.Loop = ad.loop; cani.Speed = ad.speed; foreach (CharacterDefinition.AnimFrameDef fd in ad.frames) { cani.AddFrame(fd.x, fd.y, fd.w, fd.h, fd.center); cani.Reset(); } Animations[ad.name] = cani; animTextures[ad.name] = tex; } } }