80 EClass.player.enemySpotted =
true;
86 base.Draw(p, ref v, drawShadow);
114 bool flag = isPC || num >= 10;
158 num = (int)((
float)num / 0.3f *
actTime);
192 position.z = destPos.z;
193 Vector3 vector = Vector3.MoveTowards(
position, destPos, (
float)num3 * RenderObject.animeSetting.slowSpeed / (float)
step);
213 if (detail ==
null || detail.
anime ==
null)
215 position.z = destPos.z;
216 Vector3 vector2 = Vector3.MoveTowards(
position, destPos, 0.1f);
234 float num5 = (float)
step / (
float)num;
235 p.shadowFix = p.shadowFix * num5 +
lastShadowFix * (1f - num5);
237 Vector3 vector3 =
orgPos + (destPos -
orgPos) * num5 * ((flag &&
smoothmove) ? RenderObject.animeSetting.fixedMove : 1f);
269 float num6 = RenderObject.animeSetting.nextFrameInterval +
actTime / 4f * (0.5f + RenderObject.gameSpeed / 2f);
289 EClass.player.position = vector3;
310 RenderObject.currentParam.liquidLv = 0;
311 RenderObject.currentParam.x += 0.01f * (float)pref.
equipX;
313 RenderObject.currentParam.z -= pref.
hatY;
314 RenderObject.currentParam.tile = cardRow.
_tiles[owner.uid % cardRow.
_tiles.Length] * ((!flag) ? 1 : (-1));
316 RenderObject.currentParam.y -= num;
317 RenderObject.currentParam.liquidLv = liquidLv;
327 bool flag = num == 1 || num == 3;
330 Vector3[] array = (EClass.player.altHeldPos ? RenderObject.renderSetting.heldPosChara2 :
RenderObject.
renderSetting.heldPosChara);
331 RenderObject.currentParam.x += array[num].
x;
332 RenderObject.currentParam.y += array[num].y;
333 RenderObject.currentParam.z += array[num].z + data.offset.z - renderData.
offset.z;
348 RenderObject.currentParam.x += heldPos[num].x;
349 RenderObject.currentParam.y += heldPos[num].y + 0.02f * (float)(
actor.
GetFrame() % 2);
350 RenderObject.currentParam.z += heldPos[num].z + data.offset.z - renderData.
offset.z;
354 RenderObject.currentParam.x += heldPos[4].x;
355 RenderObject.currentParam.y += heldPos[4].y;
356 RenderObject.currentParam.z += heldPos[4].z + data.offset.z - renderData.
offset.z;
360 held.dir = (owner.flipX ? 1 : 0);
368 RenderObject.currentParam.liquidLv = 0;
371 RenderObject.currentParam.x += renderData.heldPos.x - renderData.offset.x + (flag ? 0.01f : (-0.01f)) * (float)pref.
equipX;
373 RenderObject.currentParam.z += renderData.
heldPos.z;
378 RenderObject.currentParam.liquidLv = liquidLv;
388 TCState tCState = GetTC<TCState>();
390 if (stateIcon ==
null)
override MultiSprite GetStateIcon()
override void Draw(RenderParam p)
RendererReplacer replacer
virtual void SetDir(int d)
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
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)
void SetSprite(MultiSprite _sprites)