Logo
Classes | Public Member Functions | Static Public Member Functions | Public Attributes | Properties | List of all members
Yukar.Engine.EffectDrawer Class Reference

Directing drawing class with sound and shake using sprites More...

Inheritance diagram for Yukar.Engine.EffectDrawer:
Yukar.Engine.EffectDrawerBase

Classes

class  Image
 loaded texture
 
class  NodeState
 State by layer More...
 

Public Member Functions

 EffectDrawer ()
 
 EffectDrawer (NSprite inSprite, Common.Catalog inCatalog)
 
override void load (Common.Rom.RomItem rom, Common.Catalog catalog)
 
override void initialize ()
 
void initializeSpecificLayer (int layer)
 
bool isEndPlayingSpecificLayer (int layer)
 
void initialize (bool withoutExLayer)
 
void setTemporaryVisibility (IEnumerable< NSprite.LayerSettings.LayerState > layerStatus)
 
override void finalize ()
 
override void update (bool playSE=true, float elapsed=-1)
 
void setScale (float nowScaleX, float nowScaleY)
 
void draw (int targetX, int targetY, bool withFlash, Action drawAction, int drawActionIndex, Color? color)
 
void applyMaskForUi (int targetX, int targetY, bool withFlash, Action< Action< Vector2 > > drawAction)
 
override void draw (SharpKmyMath.Matrix4 pp, SharpKmyMath.Matrix4 vv)
 
override void draw (int targetX, int targetY, bool withFlash=true)
 
void draw (Vector2 position, Action drawAction, int drawIndex)
 
void draw (Vector2 position, Action drawAction, int drawIndex, Color color)
 
void applyMaskForUi (Vector2 position, Action< Action< Vector2 > > drawAction)
 
override void drawFlash ()
 
override Color getNowTargetColor ()
 
List< NodeStategetAvailableNodePosList ()
 
override bool isSameRom (Guid guid)
 
void drawImageRect (int index, int targetX, int targetY, byte r, byte g, byte b, byte a, bool drawLine=true, bool drawMaskPreview=true)
 
Tuple< Vector2, Vector2 > GetImageSizeAndPosition (int targetX, int targetY)
 
- Public Member Functions inherited from Yukar.Engine.EffectDrawerBase
virtual void load (Common.Rom.RomItem rom, Common.Catalog catalog)
 
abstract void initialize ()
 
abstract void finalize ()
 
abstract void update (bool playSE=true, float elapsed=-1)
 
virtual void draw (int targetX, int targetY, bool withFlash=true)
 
abstract void draw (SharpKmyMath.Matrix4 pp, SharpKmyMath.Matrix4 vv)
 
abstract void drawFlash ()
 
abstract Color getNowTargetColor ()
 
abstract bool isSameRom (Guid guid)
 
virtual bool drawFor3D (MapCharacter src, MapCharacter dest, int totalCount, float yangle)
 

Static Public Member Functions

static float GetInterpolatedValue (NSprite.InterpolateType interpolate, float cur, float max)
 
- Static Public Member Functions inherited from Yukar.Engine.EffectDrawerBase
static EffectDrawerBase createAndLoad (Common.Rom.RomItem effect, Catalog catalog, MapCharacter mapChr=null)
 

Public Attributes

NSprite sprite
 
MapScene.EffectPosType posType
 
float nowFrame
 
Dictionary< int, float > exNowFrame = new Dictionary<int, float>()
 
Dictionary< int, float > exLastFrame = new Dictionary<int, float>()
 
Dictionary< int, float > exSpeed = new Dictionary<int, float>()
 
bool isEditMode
 
bool isInLayout
 
int progressState
 
- Public Attributes inherited from Yukar.Engine.EffectDrawerBase
Common.Rom.RomItem effect
 
MapCharacter mapChr
 

Properties

bool CalcBounds [get, set]
 
Rectangle Bounds [get]
 
override NSprite.OrigPos origPos [get]
 
List< NSprite.NodeDefNodeList [get]
 
List< NSprite.NodeDefNodeDrawList [get]
 
List< Common.Resource.Texture > Textures [get]
 
- Properties inherited from Yukar.Engine.EffectDrawerBase
bool isEndPlaying = true [get, set]
 
bool isOverDamageTime = true [get, set]
 
bool isEndPlayingOrOverDamageTime [get]
 
virtual NSprite.OrigPos origPos [get]
 

Detailed Description

Directing drawing class with sound and shake using sprites

Constructor & Destructor Documentation

◆ EffectDrawer() [1/2]

Yukar.Engine.EffectDrawer.EffectDrawer ( )

◆ EffectDrawer() [2/2]

Yukar.Engine.EffectDrawer.EffectDrawer ( NSprite  inSprite,
Common.Catalog  inCatalog 
)

Member Function Documentation

◆ applyMaskForUi() [1/2]

void Yukar.Engine.EffectDrawer.applyMaskForUi ( int  targetX,
int  targetY,
bool  withFlash,
Action< Action< Vector2 > >  drawAction 
)

◆ applyMaskForUi() [2/2]

void Yukar.Engine.EffectDrawer.applyMaskForUi ( Vector2  position,
Action< Action< Vector2 > >  drawAction 
)

◆ draw() [1/5]

void Yukar.Engine.EffectDrawer.draw ( int  targetX,
int  targetY,
bool  withFlash,
Action  drawAction,
int  drawActionIndex,
Color?  color 
)

◆ draw() [2/5]

override void Yukar.Engine.EffectDrawer.draw ( int  targetX,
int  targetY,
bool  withFlash = true 
)
virtual

Reimplemented from Yukar.Engine.EffectDrawerBase.

◆ draw() [3/5]

override void Yukar.Engine.EffectDrawer.draw ( SharpKmyMath.Matrix4  pp,
SharpKmyMath.Matrix4  vv 
)
virtual

◆ draw() [4/5]

void Yukar.Engine.EffectDrawer.draw ( Vector2  position,
Action  drawAction,
int  drawIndex 
)

◆ draw() [5/5]

void Yukar.Engine.EffectDrawer.draw ( Vector2  position,
Action  drawAction,
int  drawIndex,
Color  color 
)

◆ drawFlash()

override void Yukar.Engine.EffectDrawer.drawFlash ( )
virtual

◆ drawImageRect()

void Yukar.Engine.EffectDrawer.drawImageRect ( int  index,
int  targetX,
int  targetY,
byte  r,
byte  g,
byte  b,
byte  a,
bool  drawLine = true,
bool  drawMaskPreview = true 
)

◆ finalize()

override void Yukar.Engine.EffectDrawer.finalize ( )
virtual

◆ getAvailableNodePosList()

List< NodeState > Yukar.Engine.EffectDrawer.getAvailableNodePosList ( )

◆ GetImageSizeAndPosition()

Tuple< Vector2, Vector2 > Yukar.Engine.EffectDrawer.GetImageSizeAndPosition ( int  targetX,
int  targetY 
)

◆ GetInterpolatedValue()

static float Yukar.Engine.EffectDrawer.GetInterpolatedValue ( NSprite.InterpolateType  interpolate,
float  cur,
float  max 
)
static

◆ getNowTargetColor()

override Color Yukar.Engine.EffectDrawer.getNowTargetColor ( )
virtual

◆ initialize() [1/2]

override void Yukar.Engine.EffectDrawer.initialize ( )
virtual

◆ initialize() [2/2]

void Yukar.Engine.EffectDrawer.initialize ( bool  withoutExLayer)

◆ initializeSpecificLayer()

void Yukar.Engine.EffectDrawer.initializeSpecificLayer ( int  layer)

◆ isEndPlayingSpecificLayer()

bool Yukar.Engine.EffectDrawer.isEndPlayingSpecificLayer ( int  layer)

◆ isSameRom()

override bool Yukar.Engine.EffectDrawer.isSameRom ( Guid  guid)
virtual

◆ load()

override void Yukar.Engine.EffectDrawer.load ( Common.Rom.RomItem  rom,
Common.Catalog  catalog 
)

◆ setScale()

void Yukar.Engine.EffectDrawer.setScale ( float  nowScaleX,
float  nowScaleY 
)

◆ setTemporaryVisibility()

void Yukar.Engine.EffectDrawer.setTemporaryVisibility ( IEnumerable< NSprite.LayerSettings.LayerState layerStatus)

◆ update()

override void Yukar.Engine.EffectDrawer.update ( bool  playSE = true,
float  elapsed = -1 
)
virtual

Member Data Documentation

◆ exLastFrame

Dictionary<int, float> Yukar.Engine.EffectDrawer.exLastFrame = new Dictionary<int, float>()

◆ exNowFrame

Dictionary<int, float> Yukar.Engine.EffectDrawer.exNowFrame = new Dictionary<int, float>()

◆ exSpeed

Dictionary<int, float> Yukar.Engine.EffectDrawer.exSpeed = new Dictionary<int, float>()

◆ isEditMode

bool Yukar.Engine.EffectDrawer.isEditMode

◆ isInLayout

bool Yukar.Engine.EffectDrawer.isInLayout

◆ nowFrame

float Yukar.Engine.EffectDrawer.nowFrame

◆ posType

MapScene.EffectPosType Yukar.Engine.EffectDrawer.posType

◆ progressState

int Yukar.Engine.EffectDrawer.progressState

◆ sprite

NSprite Yukar.Engine.EffectDrawer.sprite

Property Documentation

◆ Bounds

Rectangle Yukar.Engine.EffectDrawer.Bounds
get

◆ CalcBounds

bool Yukar.Engine.EffectDrawer.CalcBounds
getset

◆ NodeDrawList

List<NSprite.NodeDef> Yukar.Engine.EffectDrawer.NodeDrawList
get

◆ NodeList

List<NSprite.NodeDef> Yukar.Engine.EffectDrawer.NodeList
get

◆ origPos

override NSprite.OrigPos Yukar.Engine.EffectDrawer.origPos
get

◆ Textures

List<Common.Resource.Texture> Yukar.Engine.EffectDrawer.Textures
get