private void changePhysicsAnimations(CharacterPhysicsState newState) { if (newState != CharacterPhysicsState.CPS_IDLE || _isPlayingAbility == false) { playAnimation(PhysicAnimations[newState]); } SendMessage("Play", new object[] { PhysicSounds[newState] }); }
public override void Update(GameTime gameTime) { if (ViewRotation >= -MathHelper.Pi / 2 && ViewRotation <= MathHelper.Pi / 2) { _character.ChangeFacing(1); } else { _character.ChangeFacing(-1); } GameObject.Position = ConvertUnits.ToDisplayUnits(_character.Position); Facing = _character.Facing; ViewPoint = new Vector2(Math.Abs(ViewPoint.X) * Facing, ViewPoint.Y); if (_oldState != State) { if (StateChanged != null) { StateChanged(State); } _oldState = State; } }