C# 클래스 PrinceGame.AnimationSequence

파일 보기 프로젝트 열기: salvadorc17/Prince-Monogame

공개 프로퍼티들

프로퍼티 타입 설명
StateName string
frameRate float
lsequence List
sequence Sequence

공개 메소드들

메소드 설명
DrawItem ( GameTime gameTime, SpriteBatch spriteBatch, Vector2 position, SpriteEffects spriteEffects, float depth ) : void
DrawSprite ( GameTime gameTime, SpriteBatch spriteBatch, Vector2 position, SpriteEffects spriteEffects, float depth ) : void
DrawSprite ( GameTime gameTime, SpriteBatch spriteBatch, Vector2 position, SpriteEffects spriteEffects, float depth, Microsoft.Xna.Framework.Graphics.Texture2D texture ) : void
DrawTile ( GameTime gameTime, SpriteBatch spriteBatch, Vector2 position, SpriteEffects spriteEffects, float depth ) : void
DrawTile ( GameTime gameTime, SpriteBatch spriteBatch, Vector2 position, SpriteEffects spriteEffects, float depth, Rectangle rectangleMask, Microsoft.Xna.Framework.Graphics.Texture2D texture ) : void
DrawTile ( GameTime gameTime, SpriteBatch spriteBatch, Vector2 position, SpriteEffects spriteEffects, float depth, Microsoft.Xna.Framework.Graphics.Texture2D texture ) : void
DrawTileMask ( GameTime gameTime, SpriteBatch spriteBatch, Vector2 position, SpriteEffects spriteEffects, float depth, Rectangle rectangleMask ) : void
FrameSpriteCount ( ) : int

Gets the index of the current frame in the animation. i count ONLY sprite command

PlayAnimation ( List lsequence, StateElement stateElement ) : void

Begins or continues playback of an animation.

UpdateFrame ( float elapsed, Position &position, SpriteEffects &spriteEffects__1, PlayerState &playerState ) : void
UpdateFrameItem ( float elapsed, Position &position, SpriteEffects &spriteEffects__1, TileState &itemState ) : void
UpdateFrameTile ( float elapsed, Position &position, SpriteEffects &spriteEffects__1, TileState &tileState ) : void

메소드 상세

DrawItem() 공개 메소드

public DrawItem ( GameTime gameTime, SpriteBatch spriteBatch, Vector2 position, SpriteEffects spriteEffects, float depth ) : void
gameTime Microsoft.Xna.Framework.GameTime
spriteBatch Microsoft.Xna.Framework.Graphics.SpriteBatch
position Vector2
spriteEffects SpriteEffects
depth float
리턴 void

DrawSprite() 공개 메소드

public DrawSprite ( GameTime gameTime, SpriteBatch spriteBatch, Vector2 position, SpriteEffects spriteEffects, float depth ) : void
gameTime Microsoft.Xna.Framework.GameTime
spriteBatch Microsoft.Xna.Framework.Graphics.SpriteBatch
position Vector2
spriteEffects SpriteEffects
depth float
리턴 void

DrawSprite() 공개 메소드

public DrawSprite ( GameTime gameTime, SpriteBatch spriteBatch, Vector2 position, SpriteEffects spriteEffects, float depth, Microsoft.Xna.Framework.Graphics.Texture2D texture ) : void
gameTime Microsoft.Xna.Framework.GameTime
spriteBatch Microsoft.Xna.Framework.Graphics.SpriteBatch
position Vector2
spriteEffects SpriteEffects
depth float
texture Microsoft.Xna.Framework.Graphics.Texture2D
리턴 void

DrawTile() 공개 메소드

public DrawTile ( GameTime gameTime, SpriteBatch spriteBatch, Vector2 position, SpriteEffects spriteEffects, float depth ) : void
gameTime Microsoft.Xna.Framework.GameTime
spriteBatch Microsoft.Xna.Framework.Graphics.SpriteBatch
position Vector2
spriteEffects SpriteEffects
depth float
리턴 void

DrawTile() 공개 메소드

public DrawTile ( GameTime gameTime, SpriteBatch spriteBatch, Vector2 position, SpriteEffects spriteEffects, float depth, Rectangle rectangleMask, Microsoft.Xna.Framework.Graphics.Texture2D texture ) : void
gameTime Microsoft.Xna.Framework.GameTime
spriteBatch Microsoft.Xna.Framework.Graphics.SpriteBatch
position Vector2
spriteEffects SpriteEffects
depth float
rectangleMask Microsoft.Xna.Framework.Rectangle
texture Microsoft.Xna.Framework.Graphics.Texture2D
리턴 void

DrawTile() 공개 메소드

public DrawTile ( GameTime gameTime, SpriteBatch spriteBatch, Vector2 position, SpriteEffects spriteEffects, float depth, Microsoft.Xna.Framework.Graphics.Texture2D texture ) : void
gameTime Microsoft.Xna.Framework.GameTime
spriteBatch Microsoft.Xna.Framework.Graphics.SpriteBatch
position Vector2
spriteEffects SpriteEffects
depth float
texture Microsoft.Xna.Framework.Graphics.Texture2D
리턴 void

DrawTileMask() 공개 메소드

public DrawTileMask ( GameTime gameTime, SpriteBatch spriteBatch, Vector2 position, SpriteEffects spriteEffects, float depth, Rectangle rectangleMask ) : void
gameTime Microsoft.Xna.Framework.GameTime
spriteBatch Microsoft.Xna.Framework.Graphics.SpriteBatch
position Vector2
spriteEffects SpriteEffects
depth float
rectangleMask Microsoft.Xna.Framework.Rectangle
리턴 void

FrameSpriteCount() 공개 메소드

Gets the index of the current frame in the animation. i count ONLY sprite command
public FrameSpriteCount ( ) : int
리턴 int

PlayAnimation() 공개 메소드

Begins or continues playback of an animation.
public PlayAnimation ( List lsequence, StateElement stateElement ) : void
lsequence List
stateElement StateElement
리턴 void

UpdateFrame() 공개 메소드

public UpdateFrame ( float elapsed, Position &position, SpriteEffects &spriteEffects__1, PlayerState &playerState ) : void
elapsed float
position Position
spriteEffects__1 SpriteEffects
playerState PlayerState
리턴 void

UpdateFrameItem() 공개 메소드

public UpdateFrameItem ( float elapsed, Position &position, SpriteEffects &spriteEffects__1, TileState &itemState ) : void
elapsed float
position Position
spriteEffects__1 SpriteEffects
itemState TileState
리턴 void

UpdateFrameTile() 공개 메소드

public UpdateFrameTile ( float elapsed, Position &position, SpriteEffects &spriteEffects__1, TileState &tileState ) : void
elapsed float
position Position
spriteEffects__1 SpriteEffects
tileState TileState
리턴 void

프로퍼티 상세

StateName 공개적으로 프로퍼티

public string StateName
리턴 string

frameRate 공개적으로 정적으로 프로퍼티

public static float frameRate
리턴 float

lsequence 공개적으로 프로퍼티

public List lsequence
리턴 List

sequence 공개적으로 프로퍼티

public Sequence,PrinceGame sequence
리턴 Sequence