📄 animcycle.cs
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//---------------------------------------------------------------------
// This file is part of the Microsoft .NET Framework SDK Code Samples.
//
// Copyright (C) Microsoft Corporation. All rights reserved.
//
//This source code is intended only as a supplement to Microsoft
//Development Tools and/or on-line documentation. See these other
//materials for detailed information regarding Microsoft code samples.
//
//THIS CODE AND INFORMATION ARE PROVIDED AS IS WITHOUT WARRANTY OF ANY
//KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE
//IMPLIED WARRANTIES OF MERCHANTABILITY AND/OR FITNESS FOR A
//PARTICULAR PURPOSE.
//---------------------------------------------------------------------
using System;
namespace GameApp
{
/// <summary>
/// Defines the data that makes up an animation cycle. This is the data
/// used by world objects to set animation data.
/// </summary>
public class AnimationCycle
{
/// <summary>
/// Rate, in frames/second to play the animation.
/// </summary>
public int AnimationRate
{
get { return animationRateValue; }
set { animationRateValue = value; }
}
private int animationRateValue = 0;
/// <summary>
/// First frame in the animation sequence.
/// </summary>
public int StartCell
{
get { return startCellValue; }
set { startCellValue = value; }
}
private int startCellValue = 0;
/// <summary>
/// Last frame in the animation sequence. This frame is included
/// in the animation playback.
/// </summary>
public int EndCell
{
get { return endCellValue; }
set { endCellValue = value; }
}
private int endCellValue = 0;
/// <summary>
/// Rate at which to play the animation when being forced to animate.
/// This is used by the player object when forced to walk at the edge
/// of the screen. Frames / Second.
/// </summary>
public int ForceAnimationRate
{
get { return forceAnimationRateValue; }
set { forceAnimationRateValue = value; }
}
private int forceAnimationRateValue = 0;
/// <summary>
/// Movement rate of the owner object (WorldObject) when this
/// cycle is being played. Pixels / Second.
/// </summary>
public float MoveRate
{
get { return moveRateValue; }
set { moveRateValue = value; }
}
private float moveRateValue = 0;
/// <summary>
/// Bounding information for the object when this animation is played.
/// </summary>
public Bounds Bounds
{
get { return boundsValue; }
set { boundsValue = value; }
}
private Bounds boundsValue = null;
/// <summary>
/// Number of frames in this animation.
/// </summary>
public int NumberCells { get { return endCellValue - startCellValue + 1; } }
}
}
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