37 lines
1.2 KiB
C#
37 lines
1.2 KiB
C#
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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namespace SpriteLibrary
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{
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/// <summary>
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/// The SpritePayload is a stub of a class, for storing user-defined data and functions along with a sprite.
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/// </summary>
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/// <example>
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/// Basically, you want to "override" this class. You do this by making your
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/// own class that looks something like:
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/// <code lang="C#">
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/// public class TankPayload : SpritePayload
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/// {
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/// public int Armor = 20;
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/// public int FireTime = 100;
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/// }
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/// </code>
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/// And then you add that to your sprite:
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/// <code lang="C#">TankSprite.Payload = new TankPayload(); </code>
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/// If there is no payload, then the payload
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/// property is null. If you have multiple types of SpritePayloads, you may need to do something like:
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/// <code lang="C#">
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/// if(TankSprite.payload != null and TankSprite.payload is TankPayload)
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/// {
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/// TankPayload tPayload = (TankPayload)TankSprite.payload; tPayload.Armor--;
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/// }
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/// </code>
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/// </example>
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public class SpritePayload
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{
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}
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}
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