SFX & Battle Animations
Ported Battle Animation Code Ported Battle Animations for Tackle, Pound, Growl, Ember and Poison Sting Normalized all SFX by Perceived Loudness (-11.0 LUFS) Renamed and moved a bunch of the SFX so they make more sense Added a jingle when you register a Phone Number Added a soundeffect for when an elevator reaches its destination
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Public Class BABillMove
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Inherits BattleAnimation3D
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Public TargetEntity As Entity
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Public Destination As Vector3
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Public MoveSpeed As Single
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Public InterpolationSpeed As Single
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Public SpinX As Boolean = False
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Public SpinZ As Boolean = False
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Public SpinSpeedX As Single = 0.1F
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Public SpinSpeedZ As Single = 0.1F
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Public MovementCurve As Integer = 3
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Private EasedIn As Boolean = False
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Private EasedOut As Boolean = False
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Public Enum Curves As Integer
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EaseIn
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EaseOut
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EaseInAndOut
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NoEase
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Linear
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End Enum
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Public Sub New(ByRef entity As Entity, ByVal Destination As Vector3, ByVal Speed As Single, ByVal SpinX As Boolean, ByVal SpinZ As Boolean, ByVal startDelay As Single, ByVal endDelay As Single, Optional ByVal SpinXSpeed As Single = 0.1F, Optional ByVal SpinZSpeed As Single = 0.1F, Optional MovementCurve As Integer = 3)
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MyBase.New(New Vector3(0.0F), TextureManager.DefaultTexture, New Vector3(1.0F), startDelay, endDelay)
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Me.Destination = Destination
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Me.MoveSpeed = Speed
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Me.MovementCurve = CType(MovementCurve, Curves)
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Me.SpinX = SpinX
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Me.SpinZ = SpinZ
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Me.SpinSpeedX = SpinXSpeed
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Me.SpinSpeedZ = SpinZSpeed
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Me.Visible = False
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Me.TargetEntity = entity
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Select Case MovementCurve
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Case Curves.EaseIn
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InterpolationSpeed = 0.0F
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Case Curves.EaseOut
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InterpolationSpeed = MoveSpeed
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Case Curves.EaseInAndOut
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InterpolationSpeed = 0.0F
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Case Curves.NoEase
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InterpolationSpeed = MoveSpeed
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End Select
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Me.AnimationType = AnimationTypes.Move
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End Sub
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Public Overrides Sub DoActionUpdate()
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Spin()
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End Sub
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Public Overrides Sub DoActionActive()
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Move()
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End Sub
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Private Sub Spin()
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If Me.SpinX = True Then
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Dim targetEntity = Me.TargetEntity
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targetEntity.Rotation.X += SpinSpeedX
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End If
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If Me.SpinZ = True Then
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TargetEntity.Rotation.Z += SpinSpeedZ
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End If
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End Sub
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Private Sub Move()
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Select Case MovementCurve
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Case Curves.EaseIn
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If EasedIn = False Then
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If InterpolationSpeed < MoveSpeed Then
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InterpolationSpeed += MoveSpeed / 10
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Else
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EasedIn = True
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InterpolationSpeed = MoveSpeed
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End If
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End If
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Case Curves.EaseOut
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If EasedOut = False Then
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If InterpolationSpeed > 0 Then
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InterpolationSpeed -= MoveSpeed / 10
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Else
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EasedOut = True
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InterpolationSpeed = 0
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End If
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End If
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Case Curves.EaseInAndOut
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If EasedIn = False Then
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If InterpolationSpeed < MoveSpeed Then
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InterpolationSpeed += MoveSpeed / 10
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Else
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EasedIn = True
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InterpolationSpeed = MoveSpeed
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End If
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Else
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If EasedOut = False Then
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If InterpolationSpeed > 0 Then
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InterpolationSpeed -= MoveSpeed / 10
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Else
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EasedOut = True
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InterpolationSpeed = 0
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End If
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End If
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End If
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End Select
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If MovementCurve = Curves.Linear Then
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If TargetEntity.Position.X < Me.Destination.X Then
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TargetEntity.Position.X += Me.MoveSpeed
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If TargetEntity.Position.X >= Me.Destination.X Then
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TargetEntity.Position.X = Me.Destination.X
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End If
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ElseIf TargetEntity.Position.X > Me.Destination.X Then
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TargetEntity.Position.X -= Me.MoveSpeed
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If TargetEntity.Position.X <= Me.Destination.X Then
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TargetEntity.Position.X = Me.Destination.X
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End If
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End If
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If TargetEntity.Position.Y < Me.Destination.Y Then
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TargetEntity.Position.Y += Me.MoveSpeed
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If TargetEntity.Position.Y >= Me.Destination.Y Then
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TargetEntity.Position.Y = Me.Destination.Y
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End If
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ElseIf TargetEntity.Position.Y > Me.Destination.Y Then
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TargetEntity.Position.Y -= Me.MoveSpeed
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If TargetEntity.Position.Y <= Me.Destination.Y Then
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TargetEntity.Position.Y = Me.Destination.Y
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End If
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End If
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If TargetEntity.Position.Z < Me.Destination.Z Then
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TargetEntity.Position.Z += Me.MoveSpeed
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If TargetEntity.Position.Z >= Me.Destination.Z Then
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TargetEntity.Position.Z = Me.Destination.Z
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End If
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ElseIf TargetEntity.Position.Z > Me.Destination.Z Then
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TargetEntity.Position.Z -= Me.MoveSpeed
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If TargetEntity.Position.Z <= Me.Destination.Z Then
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TargetEntity.Position.Z = Me.Destination.Z
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End If
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End If
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Else
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If TargetEntity.Position.X < Me.Destination.X Then
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TargetEntity.Position.X = MathHelper.Lerp(TargetEntity.Position.X, Me.Destination.X, Me.InterpolationSpeed)
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If TargetEntity.Position.X > Me.Destination.X - 0.05 Then
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TargetEntity.Position.X = Me.Destination.X
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End If
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ElseIf TargetEntity.Position.X > Me.Destination.X Then
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TargetEntity.Position.X = MathHelper.Lerp(TargetEntity.Position.X, Me.Destination.X, Me.InterpolationSpeed)
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If TargetEntity.Position.X < Me.Destination.X + 0.05 Then
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TargetEntity.Position.X = Me.Destination.X
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End If
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End If
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If TargetEntity.Position.Y < Me.Destination.Y Then
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TargetEntity.Position.Y = MathHelper.Lerp(TargetEntity.Position.Y, Me.Destination.Y, Me.InterpolationSpeed)
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If TargetEntity.Position.Y > Me.Destination.Y - 0.05 Then
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TargetEntity.Position.Y = Me.Destination.Y
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End If
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ElseIf TargetEntity.Position.Y > Me.Destination.Y Then
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TargetEntity.Position.Y = MathHelper.Lerp(TargetEntity.Position.Y, Me.Destination.Y, Me.InterpolationSpeed)
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If TargetEntity.Position.Y < Me.Destination.Y + 0.05 Then
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TargetEntity.Position.Y = Me.Destination.Y
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End If
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End If
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If TargetEntity.Position.Z < Me.Destination.Z Then
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TargetEntity.Position.Z = MathHelper.Lerp(TargetEntity.Position.Z, Me.Destination.Z, Me.InterpolationSpeed)
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If TargetEntity.Position.Z > Me.Destination.Z - 0.05 Then
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TargetEntity.Position.Z = Me.Destination.Z
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End If
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ElseIf TargetEntity.Position.Z > Me.Destination.Z Then
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TargetEntity.Position.Z = MathHelper.Lerp(TargetEntity.Position.Z, Me.Destination.Z, Me.InterpolationSpeed)
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If TargetEntity.Position.Z < Me.Destination.Z + 0.05 Then
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TargetEntity.Position.Z = Me.Destination.Z
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End If
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End If
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End If
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If TargetEntity.Position = Destination Then
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Me.Ready = True
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End If
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End Sub
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End Class
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Public Class BABillOpacity
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Inherits BattleAnimation3D
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Public TargetEntity As Entity
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Public TransitionSpeed As Single = 0.01F
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Public FadeIn As Boolean = False
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Public EndState As Single = 0.0F
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Public Sub New(ByVal entity As Entity, ByVal TransitionSpeed As Single, ByVal FadeIn As Boolean, ByVal EndState As Single, ByVal startDelay As Single, ByVal endDelay As Single, Optional ByVal StartState As Single = 1.0F)
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MyBase.New(New Vector3(0.0F), TextureManager.DefaultTexture, New Vector3(1.0F), startDelay, endDelay)
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Me.EndState = EndState
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Me.FadeIn = FadeIn
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Me.TransitionSpeed = TransitionSpeed
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Me.TargetEntity = entity
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Me.TargetEntity.Opacity = StartState
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Me.Visible = False
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Me.AnimationType = AnimationTypes.Transition
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End Sub
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Public Overrides Sub DoActionActive()
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If Me.FadeIn = True Then
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If Me.EndState > TargetEntity.Opacity Then
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TargetEntity.Opacity += Me.TransitionSpeed
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If TargetEntity.Opacity >= Me.EndState Then
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TargetEntity.Opacity = Me.EndState
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End If
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End If
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Else
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If Me.EndState < TargetEntity.Opacity Then
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TargetEntity.Opacity -= Me.TransitionSpeed
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If TargetEntity.Opacity <= Me.EndState Then
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TargetEntity.Opacity = Me.EndState
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End If
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End If
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End If
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If TargetEntity.Opacity = Me.EndState Then
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Me.Ready = True
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End If
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End Sub
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End Class
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@ -0,0 +1,108 @@
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Public Class BABillSize
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Inherits BattleAnimation3D
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Public Grow As Boolean = False
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Public EndSize As Vector3
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Public SizeSpeed As Single = 0.01F
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Public TargetEntity As Entity
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Public Anchors As String
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Public Change As New Vector3(1)
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Public Sub New(ByVal Entity As Entity, ByVal Scale As Vector3, ByVal Grow As Boolean, ByVal EndSize As Vector3, ByVal SizeSpeed As Single, ByVal startDelay As Single, ByVal endDelay As Single, ByVal Anchors As String)
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MyBase.New(New Vector3(0.0F), TextureManager.DefaultTexture, Scale, startDelay, endDelay)
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Me.Anchors = Anchors
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Me.Grow = Grow
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Me.EndSize = EndSize
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Me.SizeSpeed = SizeSpeed
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Me.TargetEntity = Entity
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Me.AnimationType = AnimationTypes.Size
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End Sub
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Public Overrides Sub DoActionActive()
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Dim saveScale As Vector3 = TargetEntity.Scale
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Dim changeX As Single = SizeSpeed * Change.X
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Dim changeY As Single = SizeSpeed * Change.Y
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Dim changeZ As Single = SizeSpeed * Change.Z
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If Grow = True Then
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If TargetEntity.Scale.X < Me.EndSize.X Then
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TargetEntity.Scale.X += changeX
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If TargetEntity.Scale.X >= Me.EndSize.X Then
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TargetEntity.Scale.X = Me.EndSize.X
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End If
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End If
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If TargetEntity.Scale.Y < Me.EndSize.Y Then
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TargetEntity.Scale.Y += changeY
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If TargetEntity.Scale.Y >= Me.EndSize.Y Then
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TargetEntity.Scale.Y = Me.EndSize.Y
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End If
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End If
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If TargetEntity.Scale.Z < Me.EndSize.Z Then
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TargetEntity.Scale.Z += changeZ
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If TargetEntity.Scale.Z >= Me.EndSize.Z Then
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TargetEntity.Scale.Z = Me.EndSize.Z
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End If
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End If
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Else
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If TargetEntity.Scale.X > Me.EndSize.X Then
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TargetEntity.Scale.X -= changeX
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If TargetEntity.Scale.X <= Me.EndSize.X Then
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TargetEntity.Scale.X = Me.EndSize.X
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End If
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End If
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If TargetEntity.Scale.Y > Me.EndSize.Y Then
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TargetEntity.Scale.Y -= changeY
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If TargetEntity.Scale.Y <= Me.EndSize.Y Then
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TargetEntity.Scale.Y = Me.EndSize.Y
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End If
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End If
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If TargetEntity.Scale.Z > Me.EndSize.Z Then
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TargetEntity.Scale.Z -= changeZ
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If TargetEntity.Scale.Z <= Me.EndSize.Z Then
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TargetEntity.Scale.Z = Me.EndSize.Z
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End If
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End If
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End If
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'Bottom
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If Anchors.Contains("1") = True Then
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Dim diffY As Single = saveScale.Y - TargetEntity.Scale.Y
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Me.Position.Y -= diffY / 2
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End If
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'Top
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If Anchors.Contains("2") = True Then
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Dim diffY As Single = saveScale.Y - TargetEntity.Scale.Y
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Me.Position.Y += diffY / 2
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End If
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'Left
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If Anchors.Contains("3") = True Then
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Dim diffX As Single = saveScale.X - TargetEntity.Scale.X
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Me.Position.X -= diffX / 2
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End If
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'Right
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If Anchors.Contains("4") = True Then
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Dim diffX As Single = saveScale.X - TargetEntity.Scale.X
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Me.Position.X += diffX / 2
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End If
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If Me.EndSize = TargetEntity.Scale Then
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Me.Ready = True
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End If
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End Sub
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Public Sub SetChange(ByVal changeX As Single, ByVal changeY As Single, ByVal changeZ As Single)
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Me.Change = New Vector3(changeX, changeY, changeZ)
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End Sub
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End Class
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Public SpinX As Boolean = False
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Public SpinZ As Boolean = False
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Public InterpolationSpeed As Single
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Public SpinSpeedX As Single = 0.1F
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Public SpinSpeedZ As Single = 0.1F
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Public MovementCurve As Integer = 2
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Public Sub New(ByVal Position As Vector3, ByVal Texture As Texture2D, ByVal Scale As Vector3, ByVal Destination As Vector3, ByVal Speed As Single, ByVal SpinX As Boolean, ByVal SpinZ As Boolean, ByVal startDelay As Single, ByVal endDelay As Single)
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Private EasedIn As Boolean = False
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Private EasedOut As Boolean = False
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Public Enum Curves As Integer
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EaseIn
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EaseOut
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EaseInAndOut
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NoEase
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Linear
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End Enum
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Public Sub New(ByVal Position As Vector3, ByVal Texture As Texture2D, ByVal Scale As Vector3, ByVal Destination As Vector3, ByVal Speed As Single, ByVal SpinX As Boolean, ByVal SpinZ As Boolean, ByVal startDelay As Single, ByVal endDelay As Single, Optional ByVal SpinXSpeed As Single = 0.1F, Optional ByVal SpinZSpeed As Single = 0.1F, Optional MovementCurve As Integer = 2)
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MyBase.New(Position, Texture, Scale, startDelay, endDelay)
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Me.Position = Position
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Me.Destination = Destination
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Me.MovementCurve = CType(MovementCurve, Curves)
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Me.MoveSpeed = Speed
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Me.Scale = Scale
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Me.SpinSpeedX = SpinXSpeed
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Me.SpinSpeedZ = SpinZSpeed
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Me.SpinX = SpinX
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Me.SpinZ = SpinZ
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Select Case MovementCurve
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Case Curves.EaseIn
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InterpolationSpeed = 0.0F
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Case Curves.EaseOut
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InterpolationSpeed = MoveSpeed
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Case Curves.EaseInAndOut
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InterpolationSpeed = 0.0F
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Case Curves.NoEase
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InterpolationSpeed = MoveSpeed
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End Select
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Me.AnimationType = AnimationTypes.Move
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End Sub
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Public Sub New(ByVal Position As Vector3, ByVal Texture As Texture2D, ByVal Scale As Vector3, ByVal Destination As Vector3, ByVal Speed As Single, ByVal startDelay As Single, ByVal endDelay As Single)
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Me.New(Position, Texture, Scale, Destination, Speed, False, False, startDelay, endDelay)
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End Sub
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Me.New(Position, Texture, Scale, Destination, Speed, False, False, startDelay, endDelay, 0.1, 0.1, 2)
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End Sub
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Public Overrides Sub DoActionUpdate()
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Spin()
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End Sub
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Private Sub Move()
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If Me.Position.X < Me.Destination.X Then
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Me.Position.X += Me.MoveSpeed
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Select Case MovementCurve
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Case Curves.EaseIn
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If EasedIn = False Then
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If InterpolationSpeed < MoveSpeed Then
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InterpolationSpeed += MoveSpeed / 10
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Else
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EasedIn = True
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InterpolationSpeed = MoveSpeed
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End If
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End If
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Case Curves.EaseOut
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If EasedOut = False Then
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If InterpolationSpeed > 0 Then
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InterpolationSpeed -= MoveSpeed / 10
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Else
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EasedOut = True
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InterpolationSpeed = 0
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End If
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End If
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Case Curves.EaseInAndOut
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If EasedIn = False Then
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If InterpolationSpeed < MoveSpeed Then
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InterpolationSpeed += MoveSpeed / 10
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Else
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EasedIn = True
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InterpolationSpeed = MoveSpeed
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End If
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Else
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If EasedOut = False Then
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If InterpolationSpeed > 0 Then
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InterpolationSpeed -= MoveSpeed / 10
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Else
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EasedOut = True
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InterpolationSpeed = 0
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End If
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End If
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End If
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End Select
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If MovementCurve = Curves.Linear Then
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If Me.Position.X < Me.Destination.X Then
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Me.Position.X += Me.MoveSpeed
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If Me.Position.X >= Me.Destination.X Then
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Me.Position.X = Me.Destination.X
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End If
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ElseIf Me.Position.X > Me.Destination.X Then
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Me.Position.X -= Me.MoveSpeed
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If Me.Position.X >= Me.Destination.X Then
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Me.Position.X = Me.Destination.X
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End If
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ElseIf Me.Position.X > Me.Destination.X Then
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Me.Position.X -= Me.MoveSpeed
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If Me.Position.X <= Me.Destination.X Then
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Me.Position.X = Me.Destination.X
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End If
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End If
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If Me.Position.Y < Me.Destination.Y Then
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Me.Position.Y += Me.MoveSpeed
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If Me.Position.X <= Me.Destination.X Then
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Me.Position.X = Me.Destination.X
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End If
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End If
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If Me.Position.Y < Me.Destination.Y Then
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Me.Position.Y += Me.MoveSpeed
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If Me.Position.Y >= Me.Destination.Y Then
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Me.Position.Y = Me.Destination.Y
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End If
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ElseIf Me.Position.Y > Me.Destination.Y Then
|
||||
Me.Position.Y -= Me.MoveSpeed
|
||||
If Me.Position.Y >= Me.Destination.Y Then
|
||||
Me.Position.Y = Me.Destination.Y
|
||||
End If
|
||||
ElseIf Me.Position.Y > Me.Destination.Y Then
|
||||
Me.Position.Y -= Me.MoveSpeed
|
||||
|
||||
If Me.Position.Y <= Me.Destination.Y Then
|
||||
Me.Position.Y = Me.Destination.Y
|
||||
End If
|
||||
End If
|
||||
If Me.Position.Z < Me.Destination.Z Then
|
||||
Me.Position.Z += Me.MoveSpeed
|
||||
If Me.Position.Y <= Me.Destination.Y Then
|
||||
Me.Position.Y = Me.Destination.Y
|
||||
End If
|
||||
End If
|
||||
If Me.Position.Z < Me.Destination.Z Then
|
||||
Me.Position.Z += Me.MoveSpeed
|
||||
|
||||
If Me.Position.Z >= Me.Destination.Z Then
|
||||
Me.Position.Z = Me.Destination.Z
|
||||
End If
|
||||
ElseIf Me.Position.Z > Me.Destination.Z Then
|
||||
Me.Position.Z -= Me.MoveSpeed
|
||||
If Me.Position.Z >= Me.Destination.Z Then
|
||||
Me.Position.Z = Me.Destination.Z
|
||||
End If
|
||||
ElseIf Me.Position.Z > Me.Destination.Z Then
|
||||
Me.Position.Z -= Me.MoveSpeed
|
||||
|
||||
If Me.Position.Z <= Me.Destination.Z Then
|
||||
Me.Position.Z = Me.Destination.Z
|
||||
End If
|
||||
End If
|
||||
If Me.Position.Z <= Me.Destination.Z Then
|
||||
Me.Position.Z = Me.Destination.Z
|
||||
End If
|
||||
End If
|
||||
Else
|
||||
If Me.Position.X < Me.Destination.X Then
|
||||
Me.Position.X = MathHelper.Lerp(Me.Position.X, Me.Destination.X, Me.InterpolationSpeed)
|
||||
If Me.Position.X > Me.Destination.X - 0.05 Then
|
||||
Me.Position.X = Me.Destination.X
|
||||
End If
|
||||
ElseIf Me.Position.X > Me.Destination.X Then
|
||||
Me.Position.X = MathHelper.Lerp(Me.Position.X, Me.Destination.X, Me.InterpolationSpeed)
|
||||
If Me.Position.X < Me.Destination.X + 0.05 Then
|
||||
Me.Position.X = Me.Destination.X
|
||||
End If
|
||||
End If
|
||||
If Me.Position.Y < Me.Destination.Y Then
|
||||
Me.Position.Y = MathHelper.Lerp(Me.Position.Y, Me.Destination.Y, Me.InterpolationSpeed)
|
||||
If Me.Position.Y > Me.Destination.Y - 0.05 Then
|
||||
Me.Position.Y = Me.Destination.Y
|
||||
End If
|
||||
ElseIf Me.Position.Y > Me.Destination.Y Then
|
||||
Me.Position.Y = MathHelper.Lerp(Me.Position.Y, Me.Destination.Y, Me.InterpolationSpeed)
|
||||
If Me.Position.Y < Me.Destination.Y + 0.05 Then
|
||||
Me.Position.Y = Me.Destination.Y
|
||||
End If
|
||||
End If
|
||||
If Me.Position.Z < Me.Destination.Z Then
|
||||
Me.Position.Z = MathHelper.Lerp(Me.Position.Z, Me.Destination.Z, Me.InterpolationSpeed)
|
||||
If Me.Position.Z > Me.Destination.Z - 0.05 Then
|
||||
Me.Position.Z = Me.Destination.Z
|
||||
End If
|
||||
ElseIf Me.Position.Z > Me.Destination.Z Then
|
||||
Me.Position.Z = MathHelper.Lerp(Me.Position.Z, Me.Destination.Z, Me.InterpolationSpeed)
|
||||
If Me.Position.Z < Me.Destination.Z + 0.05 Then
|
||||
Me.Position.Z = Me.Destination.Z
|
||||
End If
|
||||
End If
|
||||
End If
|
||||
|
||||
'Dim x As Integer = 0
|
||||
'Dim y As Integer = 0
|
||||
'Dim z As Integer = 0
|
||||
If Me.Position = Destination Then
|
||||
Me.Ready = True
|
||||
End If
|
||||
|
||||
'If Destination.X < Me.Position.X Then
|
||||
' x = -1
|
||||
'ElseIf Destination.X > Me.Position.X Then
|
||||
' x = 1
|
||||
'End If
|
||||
'If Destination.Y < Me.Position.Y Then
|
||||
' y = -1
|
||||
'ElseIf Destination.X > Me.Position.Y Then
|
||||
' y = 1
|
||||
'End If
|
||||
'If Destination.Z < Me.Position.Z Then
|
||||
' z = -1
|
||||
'ElseIf Destination.Z > Me.Position.Z Then
|
||||
' z = 1
|
||||
'End If
|
||||
|
||||
'Dim v As Vector3 = New Vector3(x, y, z) * Speed
|
||||
'Position.X += v.X
|
||||
'Position.Z += v.Z
|
||||
'Position.Y += v.Y
|
||||
|
||||
'If CInt(Destination.X) = CInt(Me.Position.X) Then
|
||||
' If Functions.ToPositive(Me.Position.X - Destination.X) <= Me.Speed Then
|
||||
' Me.Position.X = CInt(Me.Position.X)
|
||||
' End If
|
||||
'End If
|
||||
'If CInt(Destination.Y) = CInt(Me.Position.Y) Then
|
||||
' If Functions.ToPositive(Me.Position.Y - Destination.Y) <= Me.Speed + 0.01F Then
|
||||
' Me.Position.Y = CInt(Me.Position.Y)
|
||||
' End If
|
||||
'End If
|
||||
'If CInt(Destination.Z) = CInt(Me.Position.Z) Then
|
||||
' If Functions.ToPositive(Me.Position.Z - Destination.Z) <= Me.Speed Then
|
||||
' Me.Position.Z = CInt(Me.Position.Z)
|
||||
' End If
|
||||
'End If
|
||||
|
||||
If Me.Position = Destination Then
|
||||
Me.Ready = True
|
||||
End If
|
||||
End Sub
|
||||
End Sub
|
||||
|
||||
End Class
|
|
@ -6,9 +6,9 @@
|
|||
Public FadeIn As Boolean = False
|
||||
Public EndState As Single = 0.0F
|
||||
|
||||
Public Sub New(ByVal Position As Vector3, ByVal Texture As Texture2D, ByVal Scale As Vector3, ByVal TransitionSpeed As Single, ByVal FadeIn As Boolean, ByVal EndState As Single, ByVal startDelay As Single, ByVal endDelay As Single)
|
||||
Public Sub New(ByVal Position As Vector3, ByVal Texture As Texture2D, ByVal Scale As Vector3, ByVal TransitionSpeed As Single, ByVal FadeIn As Boolean, ByVal EndState As Single, ByVal startDelay As Single, ByVal endDelay As Single, Optional ByVal StartState As Single = 1.0F)
|
||||
MyBase.New(Position, Texture, Scale, startDelay, endDelay)
|
||||
|
||||
MyBase.Opacity = StartState
|
||||
Me.EndState = EndState
|
||||
Me.FadeIn = FadeIn
|
||||
Me.TransitionSpeed = TransitionSpeed
|
||||
|
|
|
@ -2,23 +2,17 @@
|
|||
|
||||
Inherits BattleAnimation3D
|
||||
|
||||
Public Enum Anchors
|
||||
Top
|
||||
Left
|
||||
Right
|
||||
Bottom
|
||||
End Enum
|
||||
|
||||
Public Grow As Boolean = False
|
||||
Public EndSize As Vector3
|
||||
Public SizeSpeed As Single = 0.01F
|
||||
Public Anchor() As Anchors = {Anchors.Bottom}
|
||||
Public Anchors As String
|
||||
|
||||
Public Change As New Vector3(1)
|
||||
|
||||
Public Sub New(ByVal Position As Vector3, ByVal Texture As Texture2D, ByVal Scale As Vector3, ByVal Grow As Boolean, ByVal EndSize As Vector3, ByVal SizeSpeed As Single, ByVal startDelay As Single, ByVal endDelay As Single)
|
||||
Public Sub New(ByVal Position As Vector3, ByVal Texture As Texture2D, ByVal Scale As Vector3, ByVal Grow As Boolean, ByVal EndSize As Vector3, ByVal SizeSpeed As Single, ByVal startDelay As Single, ByVal endDelay As Single, ByVal Anchors As String)
|
||||
MyBase.New(Position, Texture, Scale, startDelay, endDelay)
|
||||
|
||||
Me.Anchors = Anchors
|
||||
Me.Grow = Grow
|
||||
Me.EndSize = EndSize
|
||||
Me.SizeSpeed = SizeSpeed
|
||||
|
@ -79,19 +73,23 @@
|
|||
End If
|
||||
End If
|
||||
|
||||
If Anchor.Contains(Anchors.Bottom) = True Then
|
||||
'Bottom
|
||||
If Anchors.Contains("1") = True Then
|
||||
Dim diffY As Single = saveScale.Y - Me.Scale.Y
|
||||
Me.Position.Y -= diffY / 2
|
||||
End If
|
||||
If Anchor.Contains(Anchors.Top) = True Then
|
||||
'Top
|
||||
If Anchors.Contains("2") = True Then
|
||||
Dim diffY As Single = saveScale.Y - Me.Scale.Y
|
||||
Me.Position.Y += diffY / 2
|
||||
End If
|
||||
If Anchor.Contains(Anchors.Left) = True Then
|
||||
'Left
|
||||
If Anchors.Contains("3") = True Then
|
||||
Dim diffX As Single = saveScale.X - Me.Scale.X
|
||||
Me.Position.X -= diffX / 2
|
||||
End If
|
||||
If Anchor.Contains(Anchors.Right) = True Then
|
||||
'Right
|
||||
If Anchors.Contains("4") = True Then
|
||||
Dim diffX As Single = saveScale.X - Me.Scale.X
|
||||
Me.Position.X += diffX / 2
|
||||
End If
|
||||
|
|
|
@ -0,0 +1,28 @@
|
|||
Public Class BASound
|
||||
|
||||
Inherits BattleAnimation3D
|
||||
|
||||
Private soundfile As String
|
||||
Private stopMusic As Boolean
|
||||
Private IsPokemon As Boolean
|
||||
|
||||
|
||||
Public Sub New(ByVal sound As String, ByVal startDelay As Single, ByVal endDelay As Single, Optional ByVal stopMusic As Boolean = False, Optional ByVal IsPokemon As Boolean = False)
|
||||
MyBase.New(New Vector3(0.0F), TextureManager.DefaultTexture, New Vector3(1.0F), startDelay, endDelay)
|
||||
Me.Scale = New Vector3(1.0F)
|
||||
soundfile = sound
|
||||
Me.Visible = False
|
||||
Me.stopMusic = stopMusic
|
||||
Me.IsPokemon = IsPokemon
|
||||
AnimationType = AnimationTypes.Sound
|
||||
End Sub
|
||||
|
||||
Public Overrides Sub DoActionActive()
|
||||
If IsPokemon = True Then
|
||||
SoundManager.PlayPokemonCry(CInt(soundfile))
|
||||
Else
|
||||
SoundManager.PlaySound(soundfile, stopMusic)
|
||||
End If
|
||||
Me.Ready = True
|
||||
End Sub
|
||||
End Class
|
|
@ -1,24 +1,26 @@
|
|||
Public Class BattleAnimation3D
|
||||
|
||||
Inherits Entity
|
||||
|
||||
Public Enum AnchorTypes
|
||||
Top
|
||||
Left
|
||||
Right
|
||||
Bottom
|
||||
End Enum
|
||||
Public Enum AnimationTypes
|
||||
[Nothing]
|
||||
Move
|
||||
Transition
|
||||
Size
|
||||
Opacity
|
||||
Rotation
|
||||
Texture
|
||||
Wait
|
||||
ViewPokeBill
|
||||
BillMove
|
||||
Sound
|
||||
End Enum
|
||||
|
||||
Public AnimationType As AnimationTypes = AnimationTypes.Nothing
|
||||
Public CanRemove As Boolean = False
|
||||
|
||||
Public Ready As Boolean = False
|
||||
Public startDelay As Single
|
||||
Public endDelay As Single
|
||||
|
@ -82,7 +84,9 @@
|
|||
|
||||
Public Overrides Sub Render()
|
||||
If Me.startDelay <= 0.0F Then
|
||||
Draw(Me.Model, Me.Textures, True)
|
||||
If CanRemove = False Then
|
||||
Draw(Me.Model, Me.Textures, True)
|
||||
End If
|
||||
End If
|
||||
End Sub
|
||||
|
||||
|
|
File diff suppressed because it is too large
Load Diff
|
@ -0,0 +1,242 @@
|
|||
Namespace BattleSystem
|
||||
|
||||
Public Class AnimationQueryObject
|
||||
Inherits QueryObject
|
||||
|
||||
Public AnimationStarted As Boolean = False
|
||||
Public AnimationEnded As Boolean = False
|
||||
Public BAFlipped As Boolean
|
||||
Public AnimationSequence As List(Of BattleAnimation3D)
|
||||
Public CurrentEntity As Entity
|
||||
Public CurrentModel As ModelEntity
|
||||
|
||||
Public Overrides ReadOnly Property IsReady As Boolean
|
||||
Get
|
||||
Return AnimationEnded
|
||||
End Get
|
||||
End Property
|
||||
|
||||
Public Sub New(ByVal entity As NPC, ByVal BAFlipped As Boolean, Optional ByVal model As ModelEntity = Nothing)
|
||||
MyBase.New(QueryTypes.MoveAnimation)
|
||||
Me.AnimationSequence = New List(Of BattleAnimation3D)
|
||||
Me.BAFlipped = BAFlipped
|
||||
Me.CurrentEntity = entity
|
||||
Me.CurrentModel = model
|
||||
AnimationSequenceBegin()
|
||||
End Sub
|
||||
Public Overrides Sub Draw(ByVal BV2Screen As BattleScreen)
|
||||
Dim RenderObjects As New List(Of Entity)
|
||||
For Each a As BattleAnimation3D In Me.AnimationSequence
|
||||
RenderObjects.Add(a)
|
||||
Next
|
||||
If RenderObjects.Count > 0 Then
|
||||
RenderObjects = (From r In RenderObjects Order By r.CameraDistance Descending).ToList()
|
||||
End If
|
||||
|
||||
For Each [Object] As Entity In RenderObjects
|
||||
[Object].Render()
|
||||
Next
|
||||
End Sub
|
||||
|
||||
Public Overrides Sub Update(BV2Screen As BattleScreen)
|
||||
If AnimationStarted = True Then
|
||||
For i = 0 To AnimationSequence.Count - 1
|
||||
If i <= AnimationSequence.Count - 1 Then
|
||||
Dim a As BattleAnimation3D = AnimationSequence(i)
|
||||
If a.CanRemove = True Then
|
||||
i -= 1
|
||||
AnimationSequence.Remove(a)
|
||||
Else
|
||||
a.Update()
|
||||
End If
|
||||
End If
|
||||
Next
|
||||
If AnimationSequence.Count <= 0 Then
|
||||
AnimationSequenceEnd()
|
||||
End If
|
||||
For Each Animation As BattleAnimation3D In AnimationSequence
|
||||
Animation.UpdateEntity()
|
||||
Next
|
||||
End If
|
||||
End Sub
|
||||
|
||||
Public Sub AnimationSequenceBegin()
|
||||
If CurrentEntity Is Nothing Then
|
||||
Logger.Log(Logger.LogTypes.Warning, "ATTEMPT TO USE AnimationSequenceBegin OUTSIDE OF ATTACK ANIMATION DELEGATE")
|
||||
ElseIf AnimationStarted Then
|
||||
Logger.Log(Logger.LogTypes.Warning, "ATTEMPT TO USE AnimationSequenceBegin INSIDE ANIMATION SEQUENCE, DID YOU MEAN AnimationSequenceEnd?")
|
||||
Else
|
||||
AnimationStarted = True
|
||||
End If
|
||||
End Sub
|
||||
|
||||
Public Sub AnimationSequenceEnd()
|
||||
If CurrentEntity Is Nothing Then
|
||||
Logger.Log(Logger.LogTypes.Warning, "ATTEMPT TO USE AnimationSequenceEnd OUTSIDE OF ATTACK ANIMATION DELEGATE")
|
||||
ElseIf Not AnimationStarted Then
|
||||
Logger.Log(Logger.LogTypes.Warning, "ATTEMPT TO USE AnimationSequenceEnd BEFORE CALLING AnimationSequenceBegin")
|
||||
Else
|
||||
AnimationEnded = True
|
||||
End If
|
||||
End Sub
|
||||
|
||||
Public Sub AnimationSpawnFadingEntity(ByVal PositionX As Single, ByVal PositionY As Single, ByVal PositionZ As Single, ByVal Texture As String, ByVal ScaleX As Single, ByVal ScaleY As Single, ByVal ScaleZ As Single, ByVal TransitionSpeed As Single, ByVal FadeIn As Boolean, ByVal EndState As Single, ByVal startDelay As Single, ByVal endDelay As Single, Optional ByVal startState As Single = 1.0F)
|
||||
If CurrentEntity Is Nothing Then
|
||||
Logger.Log(Logger.LogTypes.Warning, "ATTEMPT TO USE AttackSpawnMovingAnimation OUTSIDE OF ATTACK ANIMATION DELEGATE")
|
||||
ElseIf Not AnimationStarted Then
|
||||
Logger.Log(Logger.LogTypes.Warning, "ATTEMPT TO USE AttackSpawnMovingAnimation BEFORE CALLING AnimationSequenceBegin")
|
||||
Else
|
||||
Dim stringArray = Texture.Split(","c)
|
||||
Dim texture2D As Texture2D = Nothing
|
||||
|
||||
If stringArray.Length = 1 Then
|
||||
texture2D = TextureManager.GetTexture(Texture)
|
||||
ElseIf stringArray.Length = 5 Then
|
||||
Dim r As Rectangle = New Rectangle(CInt(stringArray(1)), CInt(stringArray(2)), CInt(stringArray(3)), CInt(stringArray(4)))
|
||||
texture2D = TextureManager.GetTexture(stringArray(0), r, "")
|
||||
End If
|
||||
|
||||
If BAFlipped Then
|
||||
PositionX -= PositionX * 2.0F
|
||||
PositionZ -= PositionZ * 2.0F
|
||||
End If
|
||||
|
||||
Dim Position As Vector3 = New Vector3(CurrentEntity.Position.X + PositionX, CurrentEntity.Position.Y + PositionY, CurrentEntity.Position.Z + PositionZ)
|
||||
Dim Scale As Vector3 = New Vector3(ScaleX, ScaleY, ScaleZ)
|
||||
|
||||
Dim baOpacity As BAOpacity = New BAOpacity(Position, texture2D, Scale, TransitionSpeed, FadeIn, EndState, startDelay, endDelay, startState)
|
||||
AnimationSequence.Add(baOpacity)
|
||||
End If
|
||||
End Sub
|
||||
|
||||
Public Sub AnimationSpawnMovingEntity(ByVal PositionX As Single, ByVal PositionY As Single, ByVal PositionZ As Single, ByVal Texture As String, ByVal ScaleX As Single, ByVal ScaleY As Single, ByVal ScaleZ As Single, ByVal DestinationX As Single, ByVal DestinationY As Single, ByVal DestinationZ As Single, ByVal Speed As Single, ByVal SpinX As Boolean, ByVal SpinZ As Boolean, ByVal startDelay As Single, ByVal endDelay As Single, Optional ByVal SpinXSpeed As Single = 0.1F, Optional ByVal SpinZSpeed As Single = 0.1F, Optional MovementCurve As Integer = 3)
|
||||
If CurrentEntity Is Nothing Then
|
||||
Logger.Log(Logger.LogTypes.Warning, "ATTEMPT TO USE AttackSpawnMovingAnimation OUTSIDE OF ATTACK ANIMATION DELEGATE")
|
||||
ElseIf Not AnimationStarted Then
|
||||
Logger.Log(Logger.LogTypes.Warning, "ATTEMPT TO USE AttackSpawnMovingAnimation BEFORE CALLING AnimationSequenceBegin")
|
||||
Else
|
||||
Dim stringArray = Texture.Split(","c)
|
||||
Dim texture2D As Texture2D = Nothing
|
||||
|
||||
If stringArray.Length = 1 Then
|
||||
texture2D = TextureManager.GetTexture(Texture)
|
||||
ElseIf stringArray.Length = 5 Then
|
||||
Dim r As Rectangle = New Rectangle(CInt(stringArray(1)), CInt(stringArray(2)), CInt(stringArray(3)), CInt(stringArray(4)))
|
||||
texture2D = TextureManager.GetTexture(stringArray(0), r, "")
|
||||
End If
|
||||
|
||||
If BAFlipped Then
|
||||
PositionX -= PositionX * 2.0F
|
||||
PositionZ -= PositionZ * 2.0F
|
||||
DestinationX -= DestinationX * 2.0F
|
||||
DestinationZ -= DestinationZ * 2.0F
|
||||
SpinXSpeed -= SpinXSpeed * 2.0F
|
||||
SpinZSpeed -= SpinZSpeed * 2.0F
|
||||
End If
|
||||
|
||||
Dim Position As Vector3 = New Vector3(CurrentEntity.Position.X + PositionX, CurrentEntity.Position.Y + PositionY, CurrentEntity.Position.Z + PositionZ)
|
||||
Dim Scale As Vector3 = New Vector3(ScaleX, ScaleY, ScaleZ)
|
||||
Dim Destination As Vector3 = New Vector3(CurrentEntity.Position.X + DestinationX, CurrentEntity.Position.Y + DestinationY, CurrentEntity.Position.Z + DestinationZ)
|
||||
|
||||
Dim baMove As BAMove = New BAMove(Position, texture2D, Scale, Destination, Speed, SpinX, SpinZ, startDelay, endDelay, SpinXSpeed, SpinZSpeed, MovementCurve)
|
||||
AnimationSequence.Add(baMove)
|
||||
End If
|
||||
End Sub
|
||||
Public Sub AnimationMovePokemonEntity(ByVal DestinationX As Single, ByVal DestinationY As Single, ByVal DestinationZ As Single, ByVal Speed As Single, ByVal SpinX As Boolean, ByVal SpinZ As Boolean, ByVal startDelay As Single, ByVal endDelay As Single, Optional ByVal SpinXSpeed As Single = 0.1F, Optional ByVal SpinZSpeed As Single = 0.1F, Optional MovementCurve As Integer = 3)
|
||||
If CurrentEntity Is Nothing Then
|
||||
Logger.Log(Logger.LogTypes.Warning, "ATTEMPT TO USE AttackSpawnMovingAnimation OUTSIDE OF ATTACK ANIMATION DELEGATE")
|
||||
ElseIf Not AnimationStarted Then
|
||||
Logger.Log(Logger.LogTypes.Warning, "ATTEMPT TO USE AttackSpawnMovingAnimation BEFORE CALLING AnimationSequenceBegin")
|
||||
Else
|
||||
If BAFlipped Then
|
||||
DestinationX -= DestinationX * 2.0F
|
||||
DestinationZ -= DestinationZ * 2.0F
|
||||
End If
|
||||
|
||||
Dim Destination As Vector3 = New Vector3(CurrentEntity.Position.X + DestinationX, CurrentEntity.Position.Y + DestinationY, CurrentEntity.Position.Z + DestinationZ)
|
||||
|
||||
Dim baBillMove As BABillMove = New BABillMove(CurrentEntity, Destination, Speed, SpinX, SpinZ, startDelay, endDelay, SpinXSpeed, SpinZSpeed, MovementCurve)
|
||||
AnimationSequence.Add(baBillMove)
|
||||
|
||||
If Me.CurrentModel IsNot Nothing Then
|
||||
Dim baModelMove As BABillMove = New BABillMove(CType(CurrentModel, Entity), Destination, Speed, SpinX, SpinZ, startDelay, endDelay, SpinXSpeed, SpinZSpeed, MovementCurve)
|
||||
AnimationSequence.Add(baModelMove)
|
||||
End If
|
||||
End If
|
||||
End Sub
|
||||
Public Sub AnimationFadePokemonEntity(ByVal TransitionSpeed As Single, ByVal FadeIn As Boolean, ByVal EndState As Single, ByVal startDelay As Single, ByVal endDelay As Single, Optional ByVal startState As Single = -1.0F)
|
||||
If CurrentEntity Is Nothing Then
|
||||
Logger.Log(Logger.LogTypes.Warning, "ATTEMPT TO USE AttackSpawnMovingAnimation OUTSIDE OF ATTACK ANIMATION DELEGATE")
|
||||
ElseIf Not AnimationStarted Then
|
||||
Logger.Log(Logger.LogTypes.Warning, "ATTEMPT TO USE AttackSpawnMovingAnimation BEFORE CALLING AnimationSequenceBegin")
|
||||
Else
|
||||
If startState = -1.0F Then startState = CurrentEntity.Opacity
|
||||
Dim baBillOpacity As BABillOpacity = New BABillOpacity(CurrentEntity, TransitionSpeed, FadeIn, EndState, startDelay, endDelay, startState)
|
||||
AnimationSequence.Add(baBillOpacity)
|
||||
|
||||
If Me.CurrentModel IsNot Nothing Then
|
||||
Dim baModelOpacity As BABillOpacity = New BABillOpacity(CType(CurrentModel, Entity), TransitionSpeed, FadeIn, EndState, startDelay, endDelay, startState)
|
||||
AnimationSequence.Add(baModelOpacity)
|
||||
End If
|
||||
End If
|
||||
End Sub
|
||||
Public Sub AnimationPlaySound(ByVal sound As String, ByVal startDelay As Single, ByVal endDelay As Single, Optional ByVal stopMusic As Boolean = False, Optional ByVal IsPokemon As Boolean = False)
|
||||
If CurrentEntity Is Nothing Then
|
||||
Logger.Log(Logger.LogTypes.Warning, "ATTEMPT TO USE AnimationPlaySound OUTSIDE OF ATTACK ANIMATION DELEGATE")
|
||||
ElseIf Not AnimationStarted Then
|
||||
Logger.Log(Logger.LogTypes.Warning, "ATTEMPT TO USE AnimationPlaySound BEFORE CALLING AnimationSequenceBegin")
|
||||
Else
|
||||
Dim baSound As BASound = New BASound(sound, startDelay, endDelay, stopMusic, IsPokemon)
|
||||
AnimationSequence.Add(baSound)
|
||||
End If
|
||||
End Sub
|
||||
|
||||
Public Sub AnimationSpawnScalingEntity(ByVal PositionX As Single, ByVal PositionY As Single, ByVal PositionZ As Single, ByVal Texture As String, ByVal ScaleX As Single, ByVal ScaleY As Single, ByVal ScaleZ As Single, ByVal Grow As Boolean, ByVal EndSizeX As Single, ByVal EndSizeY As Single, ByVal EndSizeZ As Single, ByVal SizeSpeed As Single, ByVal startDelay As Single, ByVal endDelay As Single, Optional ByVal Anchors As String = "1")
|
||||
If CurrentEntity Is Nothing Then
|
||||
Logger.Log(Logger.LogTypes.Warning, "ATTEMPT TO USE AttackSpawnSizeAnimation OUTSIDE OF ATTACK ANIMATION DELEGATE")
|
||||
ElseIf Not AnimationStarted Then
|
||||
Logger.Log(Logger.LogTypes.Warning, "ATTEMPT TO USE AttackSpawnSizeAnimation BEFORE CALLING AnimationSequenceBegin")
|
||||
Else
|
||||
Dim stringArray = Texture.Split(","c)
|
||||
Dim texture2D As Texture2D = Nothing
|
||||
|
||||
If stringArray.Length = 1 Then
|
||||
texture2D = TextureManager.GetTexture(Texture)
|
||||
ElseIf stringArray.Length = 5 Then
|
||||
Dim r As Rectangle = New Rectangle(CInt(stringArray(1)), CInt(stringArray(2)), CInt(stringArray(3)), CInt(stringArray(4)))
|
||||
texture2D = TextureManager.GetTexture(stringArray(0), r, "")
|
||||
End If
|
||||
|
||||
If BAFlipped Then
|
||||
PositionX -= PositionX * 2.0F
|
||||
PositionZ -= PositionZ * 2.0F
|
||||
End If
|
||||
Dim Position As Vector3 = New Vector3(CurrentEntity.Position.X + PositionX, CurrentEntity.Position.Y + PositionY, CurrentEntity.Position.Z + PositionZ)
|
||||
Dim Scale As Vector3 = New Vector3(ScaleX, ScaleY, ScaleZ)
|
||||
Dim EndSize As Vector3 = New Vector3(EndSizeX, EndSizeY, EndSizeZ)
|
||||
Dim baSize As BASize = New BASize(Position, texture2D, Scale, Grow, EndSize, SizeSpeed, startDelay, endDelay, Anchors)
|
||||
AnimationSequence.Add(baSize)
|
||||
End If
|
||||
End Sub
|
||||
Public Sub AnimationScalePokemonEntity(ByVal entity As Entity, ByVal PositionX As Single, ByVal PositionY As Single, ByVal PositionZ As Single, ByVal Texture As String, ByVal ScaleX As Single, ByVal ScaleY As Single, ByVal ScaleZ As Single, ByVal Grow As Boolean, ByVal EndSizeX As Single, ByVal EndSizeY As Single, ByVal EndSizeZ As Single, ByVal SizeSpeed As Single, ByVal startDelay As Single, ByVal endDelay As Single, Optional ByVal Anchors As String = "1")
|
||||
If CurrentEntity Is Nothing Then
|
||||
Logger.Log(Logger.LogTypes.Warning, "ATTEMPT TO USE AttackSpawnSizeAnimation OUTSIDE OF ATTACK ANIMATION DELEGATE")
|
||||
ElseIf Not AnimationStarted Then
|
||||
Logger.Log(Logger.LogTypes.Warning, "ATTEMPT TO USE AttackSpawnSizeAnimation BEFORE CALLING AnimationSequenceBegin")
|
||||
Else
|
||||
Dim stringArray = Texture.Split(","c)
|
||||
|
||||
|
||||
If BAFlipped Then
|
||||
PositionX -= PositionX * 2.0F
|
||||
PositionZ -= PositionZ * 2.0F
|
||||
End If
|
||||
Dim Position As Vector3 = New Vector3(CurrentEntity.Position.X + PositionX, CurrentEntity.Position.Y + PositionY, CurrentEntity.Position.Z + PositionZ)
|
||||
Dim Scale As Vector3 = New Vector3(ScaleX, ScaleY, ScaleZ)
|
||||
Dim EndSize As Vector3 = New Vector3(EndSizeX, EndSizeY, EndSizeZ)
|
||||
Dim baBillSize As BABillSize = New BABillSize(entity, Scale, Grow, EndSize, SizeSpeed, startDelay, endDelay, Anchors)
|
||||
AnimationSequence.Add(baBillSize)
|
||||
End If
|
||||
End Sub
|
||||
End Class
|
||||
End Namespace
|
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@ -2,7 +2,7 @@
|
|||
@text.show(Yeah, I am the designated healer.*Let me heal your Pokémon!)
|
||||
@screen.fadeout
|
||||
@pokemon.heal
|
||||
@sound.play(pokemon_heal,true)
|
||||
@sound.play(Heal_Party,true)
|
||||
@level.wait(200)
|
||||
@screen.fadein
|
||||
@text.show(There you go!*The boss said there should~be someone trying to stop us,~so we need to be in~tip-top shape!*Let me know if you~need to be healed up!)
|
||||
|
|
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Reference in New Issue