C# 클래스 PantheonPrototype.PlayerCharacter

This is the visual element of the player. It extends the Character Entity.
상속: CharacterEntity
파일 보기 프로젝트 열기: Bacon41/PantheonPrototype

공개 프로퍼티들

프로퍼티 타입 설명
playOnce System.Boolean

보호된 프로퍼티들

프로퍼티 타입 설명
currentArmedItem int
cursorLocation Vector2
drawLasar bool
laserDot Microsoft.Xna.Framework.Graphics.Texture2D
laserTexture Microsoft.Xna.Framework.Graphics.Texture2D
offset Vector2
totalOffset Vector2

공개 메소드들

메소드 설명
Draw ( SpriteBatch spriteBatch ) : void

Draw the player.

Load ( Microsoft.Xna.Framework.Content.ContentManager contentManager ) : void

Load the player entity.

PlayerCharacter ( Pantheon gameReference ) : System

The constructor for the player entity class.

Update ( GameTime gameTime, Pantheon gameReference ) : void

Updates the player entity. Unlike the name suggests... (What did you think it did?)

initializeInventory ( ) : void

비공개 메소드들

메소드 설명
updateEquipped ( Pantheon gameReference, GameTime gameTime ) : void

Updates the equipped items according to user input.

updateInteractions ( Pantheon gameReference ) : void

Updates the interactions between the NPCs and the player, firing off an event for the DialogueManager to handle.

updateLaser ( Pantheon gameReference, Vector2 offset ) : void

Puts the laser in the right spot on screen.

updateLocation ( Pantheon gameReference ) : void

Updates the location of the character. This is a subfunction of the update function meant to take some of the logic and stick it istor a logical subdivision. All game logic concerning movement and the player's character should go here. Note: Forces the entity state into Idle if not moving. This should be overwritten by other functions which can update the state to Attack or some other relevant state.

updateScope ( Pantheon gameReference ) : void

Updates where the camera should be looking while the player is scoping.

updateSprite ( ) : void

Updates the sprite into the correct state.

메소드 상세

Draw() 공개 메소드

Draw the player.
public Draw ( SpriteBatch spriteBatch ) : void
spriteBatch Microsoft.Xna.Framework.Graphics.SpriteBatch
리턴 void

Load() 공개 메소드

Load the player entity.
public Load ( Microsoft.Xna.Framework.Content.ContentManager contentManager ) : void
contentManager Microsoft.Xna.Framework.Content.ContentManager Read the parameter name... that's what it is.
리턴 void

PlayerCharacter() 공개 메소드

The constructor for the player entity class.
public PlayerCharacter ( Pantheon gameReference ) : System
gameReference Pantheon
리턴 System

Update() 공개 메소드

Updates the player entity. Unlike the name suggests... (What did you think it did?)
public Update ( GameTime gameTime, Pantheon gameReference ) : void
gameTime Microsoft.Xna.Framework.GameTime The time object that lets the Update object know how old it is.
gameReference Pantheon A reference to the entire game universe for the purpose of making the player feel small.
리턴 void

initializeInventory() 공개 메소드

public initializeInventory ( ) : void
리턴 void

프로퍼티 상세

currentArmedItem 보호되어 있는 프로퍼티

protected int currentArmedItem
리턴 int

cursorLocation 보호되어 있는 프로퍼티

Class variables.
protected Vector2 cursorLocation
리턴 Vector2

drawLasar 보호되어 있는 프로퍼티

protected bool drawLasar
리턴 bool

laserDot 보호되어 있는 프로퍼티

protected Texture2D,Microsoft.Xna.Framework.Graphics laserDot
리턴 Microsoft.Xna.Framework.Graphics.Texture2D

laserTexture 보호되어 있는 프로퍼티

protected Texture2D,Microsoft.Xna.Framework.Graphics laserTexture
리턴 Microsoft.Xna.Framework.Graphics.Texture2D

offset 보호되어 있는 프로퍼티

protected Vector2 offset
리턴 Vector2

playOnce 공개적으로 프로퍼티

public Boolean,System playOnce
리턴 System.Boolean

totalOffset 보호되어 있는 프로퍼티

protected Vector2 totalOffset
리턴 Vector2