Files
LuaCsForBarotraumaEP/Barotrauma/BarotraumaShared/Source/Characters/Animation/HumanoidAnimParams.cs
T
Joonas Rikkonen 044fd3344b 2f107db...5202af9
2019-03-18 21:42:26 +02:00

151 lines
3.0 KiB
C#

using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using System;
using System.Collections.Generic;
using System.Text;
using System.Xml;
using System.Xml.Linq;
namespace Barotrauma
{
partial class HumanoidAnimParams : ISerializableEntity
{
public string Name
{
get;
private set;
}
public Dictionary<string, SerializableProperty> SerializableProperties
{
get;
private set;
}
public HumanoidAnimParams(string file)
{
XDocument doc = XMLExtensions.TryLoadXml(file);
if (doc == null || doc.Root == null) return;
Name = doc.Root.Name.ToString();
SerializableProperties = SerializableProperty.DeserializeProperties(this, doc.Root);
}
[Serialize(0.3f, true), Editable]
public float GetUpSpeed
{
get;
set;
}
[Serialize(1.54f, true), Editable]
public float HeadPosition
{
get;
set;
}
[Serialize(1.15f, true), Editable]
public float TorsoPosition
{
get;
set;
}
[Serialize(0.25f, true), Editable]
public float HeadLeanAmount
{
get;
set;
}
[Serialize(0.25f, true), Editable]
public float TorsoLeanAmount
{
get;
set;
}
[Serialize(5.0f, true), Editable]
public float CycleSpeed
{
get;
set;
}
[Serialize(15.0f, true), Editable]
public float FootMoveStrength
{
get;
set;
}
[Serialize(20.0f, true), Editable]
public float FootRotateStrength
{
get;
set;
}
[Serialize("0.4,0.12", true), Editable]
public Vector2 StepSize
{
get;
set;
}
[Serialize("0.0, 0.0", true), Editable]
public Vector2 FootMoveOffset
{
get;
set;
}
[Serialize(10.0f, true), Editable]
public float LegCorrectionTorque
{
get;
set;
}
[Serialize(15.0f, true), Editable]
public float ThighCorrectionTorque
{
get;
set;
}
[Serialize("0.4, 0.15", true), Editable]
public Vector2 HandMoveAmount
{
get;
set;
}
[Serialize("-0.15, 0.0", true), Editable]
public Vector2 HandMoveOffset
{
get;
set;
}
[Serialize(0.7f, true), Editable]
public float HandMoveStrength
{
get;
set;
}
[Serialize(-1.0f, true), Editable]
public float HandClampY
{
get;
set;
}
}
}