void ImageActor::SetDefaultProperty( Property::Index index, const Property::Value& propertyValue ) { if(index < DEFAULT_RENDERABLE_ACTOR_PROPERTY_MAX_COUNT) { RenderableActor::SetDefaultProperty(index, propertyValue); } else { switch(index) { case Dali::ImageActor::PIXEL_AREA: { SetPixelArea(propertyValue.Get<Rect<int> >()); break; } case Dali::ImageActor::FADE_IN: { SetFadeIn(propertyValue.Get<bool>()); break; } case Dali::ImageActor::FADE_IN_DURATION: { SetFadeInDuration(propertyValue.Get<float>()); break; } case Dali::ImageActor::STYLE: { SetStyle(StyleEnum(propertyValue.Get<std::string>())); break; } case Dali::ImageActor::BORDER: { SetNinePatchBorder( propertyValue.Get<Vector4>(), true /*in pixels*/ ); break; } case Dali::ImageActor::IMAGE: { Dali::Image img = Scripting::NewImage( propertyValue ); if(img) { SetImage( &GetImplementation(img) ); } else { DALI_LOG_WARNING("Cannot create image from property value\n"); } break; } default: { DALI_LOG_WARNING("Unknown property (%d)\n", index); break; } } // switch(index) } // else }
void CBaseJungle::Init() { //--------------------------------------------------------------------------- //初期化 //--------------------------------------------------------------------------- SetFadeIn(); Sint32 col1 = 0xF0408080; Sint32 col2 = 0xF0808040; pGame->pBg->SetSkyColor(50,col1,col2); viiSub::SetScroll_l( GetTargetPlayer()->x , GetTargetPlayer()->y ); //--------------------------------------------------------------------------- //ファイル初期化 //--------------------------------------------------------------------------- // LoadTexture( enTexPageSoldier , "HoundData\\enemychara\\common\\ene_soldier.bmp",0xff00ff00); // UploadTexture(); //--------------------------------------------------------------------------- //エリア初期化 //--------------------------------------------------------------------------- switch(GetArea( )){ case enAreaSeq01: LoadConfig( "HoundData\\[email protected]" ); viiSub::SetScroll_l( GetTargetPlayer()->x , GetTargetPlayer()->y ); // viiMus::ReadBGM( 0,"HoundData\\bgm\\A\\A3_Bgm1.ogg"); viiMus::PlayBGM(enSoundBgm1,enMusicBgmStageA); // LoadConfig( "HoundData\\[email protected]" ); // LoadConfig( "HoundData\\[email protected]" ); // LoadConfig( "HoundData\\[email protected]" ); // LoadConfig( "HoundData\\[email protected]" ); break; case enAreaSeq02: break; case enAreaSeq03: break; case enAreaSeq04: break; case enAreaSeq05: break; } InitEnemies(); }