Xna 在返回行走状态之前,如何先在Update_Hit函数中完成精灵动画?

Xna 在返回行走状态之前,如何先在Update_Hit函数中完成精灵动画?,xna,xna-4.0,Xna,Xna 4.0,这是我用来切换状态的代码: if (mCurrentState == State.Walking) { action = "stand"; Update_Stand(gameTime); if (aCurrentKeyboardState.IsKeyDown(Keys.Left) == true) { action = "run"; feetPosition.X +=

这是我用来切换状态的代码:

    if (mCurrentState == State.Walking)
    {
        action = "stand";
        Update_Stand(gameTime);

        if (aCurrentKeyboardState.IsKeyDown(Keys.Left) == true)
        {
            action = "run";
            feetPosition.X += MOVE_LEFT;
            effect = SpriteEffects.None;

            Update_Run(gameTime);

        }
        else if (aCurrentKeyboardState.IsKeyDown(Keys.Right) == true)
        {
            action = "run";
            feetPosition.X += MOVE_RIGHT;
            effect = SpriteEffects.FlipHorizontally;

            Update_Run(gameTime);
        }

        if (aCurrentKeyboardState.IsKeyDown(Keys.Z) == true)
        {
            mCurrentState = State.Hitting;
        }
    }

    if (mCurrentState == State.Hitting)
    {
        action = "hit";

        Update_Hit(gameTime);

        mCurrentState = State.Walking;
    }
我的Update_Hit(GameTime GameTime)方法是这样的。我有两个精灵的动画

public void Update_Hit(GameTime gameTime)
    {
        // Check if it is a time to progress to the next frame
        if (nextFrame_Hit >= frameInterval_Hit)
        {
            // Progress to the next frame in the row
            currentFrame_Hit.X++;

            // If reached end of the row advance to the next row, reset to the first frame 
            if (currentFrame_Hit.X >= sheetSize_Hit.X)
            {
                currentFrame_Hit.X = 0;
                currentFrame_Hit.Y++;
            }

            // If reached last row in the frame sheet, jump to the first row again
            if (currentFrame_Hit.Y >= sheetSize_Hit.Y)
                currentFrame_Hit.Y = 0;

            // Reset time interval for next frame
            nextFrame_Hit = TimeSpan.Zero;
        }
        else
        {
            // Wait for the next frame
            nextFrame_Hit += gameTime.ElapsedGameTime;
        }
    }

在将状态更改回行走之前,如何使命中动画完成?

由于您使用的是固定的游戏时间,您需要确保在动画完成之前没有更改状态,以确保在每次更新时都能获得动画的一帧,直到动画完成:

if (nextFrame_Hit >= frameInterval_Hit)
{
    // Progress to the next frame in the row
    currentFrame_Hit.X++;

    // If reached end of the row advance to the next row, reset to the first frame 
    if (currentFrame_Hit.X >= sheetSize_Hit.X)
    {
        currentFrame_Hit.X = 0;
        currentFrame_Hit.Y++;
    }

    // If reached last row in the frame sheet, jump to the first row again
    if (currentFrame_Hit.Y >= sheetSize_Hit.Y)
    {
        currentFrame_Hit.Y = 0;
        mCurrentState = State.Walking;
    }

    // Reset time interval for next frame
    nextFrame_Hit = TimeSpan.Zero;
}
else
{
    // Wait for the next frame
    nextFrame_Hit += gameTime.ElapsedGameTime;
}
您需要更改为:

if (mCurrentState == State.Hitting)
{
    action = "hit";

    Update_Hit(gameTime);

}

frameInterval\u Hit是否曾经达到零?//帧之间的时间量是TimeSpan frameInterval\u Hit;//从最后一帧开始经过的时间是TimeSpan nextFrame\u命中时间;因此,您希望运行动画,直到它穿过所有行,并且只要按住z关键点,就希望它循环帧集;这听起来对吗?我想运行动画,直到它通过所有的行,即使z键不再被按住。动画完成后,它会返回到行走状态。我想我看到了你在尝试做什么。它不起作用。当我保持按住Z键时,动画卡在那里,在我释放Z键后,它会返回到行走状态。所以它不会设置动画,它会卡在第一帧上?是的。它贴在第一帧上。我只是为了方便而共享代码。这很难解释。我做了一个很小的改变。有什么区别吗?