/// <summary> /// Handles creating the collision box for the weapon. /// </summary> /// <param name="playerID">Player's EntityID</param> /// <param name="weaponID">Weapon's EntityID</param> private void CreateWeaponCollision(uint playerID, uint weaponID) { uint roomID = _positionComponent[playerID].RoomID; Collideable weaponCollision = new Collideable { EntityID = weaponID, RoomID = roomID }; Facing facing = (Facing)_game.SpriteAnimationComponent[playerID].CurrentAnimationRow; Vector2 position = updatePositionByFacing(_positionComponent[playerID], facing, 32); RectangleBounds rb = new RectangleBounds((int)position.X, (int)position.Y, 64, 64); weaponCollision.Bounds = rb; _collisionComponent.Add(weaponCollision.EntityID, weaponCollision); }