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    Interface IOutfit

    An outfit is a collection of animations that are associated with a character. The collection can be swapped with another collection when the character changes his look.

    Namespace: AGS.API
    Assembly: AGS.API.dll
    Syntax
    public interface IOutfit
    Examples

    Say your player can wear a jacket. You can create two outfits in advance, one with a jacket and the other without. Each outfit will have different walk, idle and speak animations (one with a jacket and the other without).

    Properties

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    Item[String]

    Gets or sets an animation that will be associated with a specific key for this outfit. Some built in keys are expected by some components to change animations (idle, walk, speak). Custom animations can be added and accessed from the outfit as needed.

    cPlayer.Outfit[AGSOutfit.Walk] = aCrazyWalkAnimation;
    cPlayer.Outfit[AGSOutfit.Idle] = aPlayingYoyoAnimation;
    cPlayer.Outfit[AGSOutfit.Speak] = aScaryAnimation;
    cPlayer.Outfit["Jump"] = aJumpAnimation;
    
    await cPlayer.WalkAsync(100, 200); //The crazy walk animation will now be used for walking to (100,200).
    Thread.Sleep(5000); //The player has finished walking, and sitting idle for 5 seconds during which the playing yoyo animation is playing
    await cPlayer.SayAsync("Do I scare you?"); //The character will speak with the scary animation
    cPlayer.StartAnimation(cPlayer.Outfit["Jump"].Left); //The character will do a jump left animation.

    Declaration
    IDirectionalAnimation this[string key] { get; set; }
    Parameters
    Type Name Description
    System.String key

    Key.

    Property Value
    Type Description
    IDirectionalAnimation

    Methods

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    ToDictionary()

    Gets all the animations as a dictionary;

    Declaration
    IDictionary<string, IDirectionalAnimation> ToDictionary()
    Returns
    Type Description
    System.Collections.Generic.IDictionary<System.String, IDirectionalAnimation>

    The dictionary.

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