62 owner.spriteReplacer =
null;
70 if (spriteReplacer !=
null)
73 owner.spriteReplacer = spriteReplacer;
94 EClass.player.enemySpotted =
true;
100 base.Draw(p, ref v, drawShadow);
128 bool flag = isPC || num >= 10;
172 num = (int)((
float)num / 0.3f *
actTime);
206 position.z = destPos.z;
207 Vector3 vector = Vector3.MoveTowards(
position, destPos, (
float)num3 * RenderObject.animeSetting.slowSpeed / (float)
step);
227 if (detail ==
null || detail.
anime ==
null)
229 position.z = destPos.z;
230 Vector3 vector2 = Vector3.MoveTowards(
position, destPos, 0.1f);
248 float num5 = (float)
step / (
float)num;
249 p.shadowFix = p.shadowFix * num5 +
lastShadowFix * (1f - num5);
251 Vector3 vector3 =
orgPos + (destPos -
orgPos) * num5 * ((flag &&
smoothmove) ? RenderObject.animeSetting.fixedMove : 1f);
283 float num6 = RenderObject.animeSetting.nextFrameInterval +
actTime / 4f * (0.5f + RenderObject.gameSpeed / 2f);
303 EClass.player.position = vector3;
333 RenderObject.currentParam.liquidLv = 0;
334 RenderObject.currentParam.x += 0.01f * (float)pref.
equipX;
336 RenderObject.currentParam.z -= pref.
hatY;
337 RenderObject.currentParam.tile = cardRow.
_tiles[owner.uid % cardRow.
_tiles.Length] * ((!flag) ? 1 : (-1));
339 RenderObject.currentParam.y -= num;
340 RenderObject.currentParam.liquidLv = liquidLv;
349 bool flag = num == 1 || num == 3;
352 Vector3[] array = (EClass.player.altHeldPos ? RenderObject.renderSetting.heldPosChara2 :
RenderObject.
renderSetting.heldPosChara);
353 RenderObject.currentParam.x += array[num].
x;
354 RenderObject.currentParam.y += array[num].y;
355 RenderObject.currentParam.z += array[num].z + data.offset.z - renderData.
offset.z;
370 RenderObject.currentParam.x += heldPos[num].x;
371 RenderObject.currentParam.y += heldPos[num].y + 0.02f * (float)(
actor.
GetFrame() % 2);
372 RenderObject.currentParam.z += heldPos[num].z + data.offset.z - renderData.
offset.z;
376 RenderObject.currentParam.x += heldPos[4].x;
377 RenderObject.currentParam.y += heldPos[4].y;
378 RenderObject.currentParam.z += heldPos[4].z + data.offset.z - renderData.
offset.z;
382 held.dir = (owner.flipX ? 1 : 0);
390 RenderObject.currentParam.liquidLv = 0;
393 RenderObject.currentParam.x += renderData.heldPos.x - renderData.offset.x + (flag ? 0.01f : (-0.01f)) * (float)pref.
equipX;
395 RenderObject.currentParam.z += renderData.
heldPos.z;
400 RenderObject.currentParam.liquidLv = liquidLv;
410 TCState tCState = GetTC<TCState>();
412 if (stateIcon ==
null)
override MultiSprite GetStateIcon()
override void Draw(RenderParam p)
RendererReplacer replacer
virtual void SetDir(int d)
string c_idSpriteReplacer
virtual void SetRenderParam(RenderParam p)
virtual CardRow sourceCard
SourceFloor.Row sourceSurface
override void OnEnterScreen()
override void RefreshStateIcon()
static int _animeFramePCC
override void NextFrame()
override void UpdatePosition(ref Vector3 destPos, RenderParam p)
override void SetFirst(bool first, Vector3 pos)
override void SetOwner(Card c)
override void SetFirst(bool first)
override void Draw(RenderParam p, ref Vector3 v, bool drawShadow)
bool CanSeeLos(Card c, int dist=-1)
override bool IsDeadOrSleeping
static GameSetting setting
Point Set(int _x, int _z)
bool Equals(int _x, int _z)
static Transform Spawn(string id, string path, Transform parent)
void Draw(RenderParam p, int tile)
static RenderParam currentParam
static GameSetting.RenderSetting.AnimeSetting animeSetting
static GameSetting.RenderSetting renderSetting
bool ContainsTag(string _tag)
static Dictionary< string, SpriteReplacer > dictSkins
void SetSprite(MultiSprite _sprites)