public StateElement(Enumeration.State state)
 {
     _state = state;
     _priorityState = Enumeration.PriorityState.Normal;
     _reverse = Enumeration.SequenceReverse.Normal;
     _offset = Vector2.Zero;
 }
 public StatePlayerElement(Enumeration.State state, Enumeration.PriorityState priority, Enumeration.SequenceReverse reverse)
 {
     _state   = state;
     Priority = priority;
     Reverse  = reverse;
     OffSet   = Vector2.Zero;
 }
 public StatePlayerElement(Enumeration.State state, Enumeration.PriorityState priority__1, Vector2 offSet__2)
 {
     _state = state;
     Priority = priority__1;
     Reverse = Enumeration.SequenceReverse.Normal;
     OffSet = offSet__2;
 }
 public StateElement(Enumeration.State state, Enumeration.PriorityState priority, Enumeration.SequenceReverse reverse)
 {
     _state = state;
     _priorityState = priority;
     _reverse = reverse;
     _offset = Vector2.Zero;
 }
Beispiel #5
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 public StatePlayerElement(Enumeration.State state, Enumeration.PriorityState priority__1)
 {
     _state   = state;
     Priority = priority__1;
     Reverse  = Enumeration.SequenceReverse.Normal;
     OffSet   = Vector2.Zero;
 }
 public StatePlayerElement(Enumeration.State state, Enumeration.PriorityState priority, Vector2 offSet)
 {
     _state   = state;
     Priority = priority;
     Reverse  = Enumeration.SequenceReverse.Normal;
     OffSet   = offSet;
 }
Beispiel #7
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 public StateElement(Enumeration.State state, Enumeration.PriorityState priority, Enumeration.SequenceReverse reverse)
 {
     _state         = state;
     _priorityState = priority;
     _reverse       = reverse;
     _offset        = Vector2.Zero;
 }
Beispiel #8
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 public StateElement(Enumeration.State state)
 {
     _state         = state;
     _priorityState = Enumeration.PriorityState.Normal;
     _reverse       = Enumeration.SequenceReverse.Normal;
     _offset        = Vector2.Zero;
 }
 public StatePlayerElement()
 {
     _state = Enumeration.State.none;
     Priority = Enumeration.PriorityState.Normal;
     Reverse = Enumeration.SequenceReverse.Normal;
     OffSet = Vector2.Zero;
 }
 public StatePlayerElement()
 {
     _state   = Enumeration.State.none;
     Priority = Enumeration.PriorityState.Normal;
     Reverse  = Enumeration.SequenceReverse.Normal;
     OffSet   = Vector2.Zero;
 }
 public StatePlayerElement(Enumeration.State state, Enumeration.PriorityState priority__1, Enumeration.SequenceReverse reverse__2)
 {
     _state = state;
     Priority = priority__1;
     Reverse = reverse__2;
     OffSet = Vector2.Zero;
 }
Beispiel #12
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 public StateElement(Enumeration.State state, Enumeration.PriorityState priority, bool?stoppable, Enumeration.SequenceReverse reverse, Vector2 offSet)
 {
     _state         = state;
     _priorityState = priority;
     _stoppable     = stoppable;
     _reverse       = reverse;
     _offset        = offSet;
 }
Beispiel #13
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 public StateElement(Enumeration.State state, Enumeration.PriorityState priority, bool?stoppable)
 {
     _state         = state;
     _priorityState = priority;
     _stoppable     = stoppable;
     _reverse       = Enumeration.SequenceReverse.Normal;
     _offset        = Vector2.Zero;
 }
Beispiel #14
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 public StatePlayerElement(Enumeration.State state, Enumeration.PriorityState priority__1, System.Nullable <bool> stoppable__2)
 {
     _state    = state;
     Priority  = priority__1;
     Stoppable = stoppable__2;
     Reverse   = Enumeration.SequenceReverse.Normal;
     OffSet    = Vector2.Zero;
 }
 public StatePlayerElement(Enumeration.State state, Enumeration.PriorityState priority, bool?stoppable, Enumeration.SequenceReverse reverse, Vector2 offSet)
 {
     _state    = state;
     Priority  = priority;
     Stoppable = stoppable;
     Reverse   = reverse;
     OffSet    = offSet;
 }
 public StateElement(Enumeration.State state, Enumeration.PriorityState priority, System.Nullable<bool> stoppable)
 {
     _state = state;
     _priorityState = priority;
     _stoppable = stoppable;
     _reverse = Enumeration.SequenceReverse.Normal;
     _offset = Vector2.Zero;
 }
 public StatePlayerElement(Enumeration.State state)
 {
     _state = state;
     Priority = Enumeration.PriorityState.Normal;
     Reverse = Enumeration.SequenceReverse.Normal;
     OffSet = Vector2.Zero;
     IfTrue = false;
 }
 public StatePlayerElement(Enumeration.State state, Enumeration.PriorityState priority__1, System.Nullable<bool> stoppable__2, Enumeration.SequenceReverse reverse__3, Vector2 offSet__4)
 {
     _state = state;
     Priority = priority__1;
     Stoppable = stoppable__2;
     Reverse = reverse__3;
     OffSet = offSet__4;
 }
 public StatePlayerElement(Enumeration.State state, Enumeration.PriorityState priority__1, System.Nullable<bool> stoppable__2)
 {
     _state = state;
     Priority = priority__1;
     Stoppable = stoppable__2;
     Reverse = Enumeration.SequenceReverse.Normal;
     OffSet = Vector2.Zero;
 }
 public StatePlayerElement(Enumeration.State state, bool iftrue)
 {
     _state   = state;
     Priority = Enumeration.PriorityState.Normal;
     Reverse  = Enumeration.SequenceReverse.Normal;
     OffSet   = Vector2.Zero;
     IfTrue   = iftrue;
 }
 public StateElement(Enumeration.State state, Enumeration.PriorityState priority, System.Nullable<bool> stoppable, Enumeration.SequenceReverse reverse, Vector2 offSet)
 {
     _state = state;
     _priorityState = priority;
     _stoppable = stoppable;
     _reverse = reverse;
     _offset = offSet;
 }
 public StateElement(Enumeration.State state, Enumeration.PriorityState priority, System.Nullable <bool> stoppable, Enumeration.SequenceReverse reverse)
 {
     _state         = state;
     _priorityState = priority;
     _stoppable     = stoppable;
     _reverse       = reverse;
     _offset        = Vector2.Zero;
 }
 public StatePlayerElement(Enumeration.State state, Enumeration.PriorityState priority, bool?stoppable)
 {
     _state    = state;
     Priority  = priority;
     Stoppable = stoppable;
     Reverse   = Enumeration.SequenceReverse.Normal;
     OffSet    = Vector2.Zero;
 }
Beispiel #24
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 public StatePlayerElement(Enumeration.State state, Enumeration.PriorityState priority__1, System.Nullable <bool> stoppable__2, Enumeration.SequenceReverse reverse__3, Vector2 offSet__4)
 {
     _state    = state;
     Priority  = priority__1;
     Stoppable = stoppable__2;
     Reverse   = reverse__3;
     OffSet    = offSet__4;
 }
Beispiel #25
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        public void Add(Enumeration.State state, Enumeration.PriorityState priority, bool?stoppable, Enumeration.SequenceReverse reverse, Vector2 offSet)
        {
            if (data.Count == iSize)
            {
                data.Dequeue();
            }

            data.Enqueue(new StatePlayerElement(state, priority, stoppable, reverse, offSet));
        }
        public void Add(Enumeration.State state, Enumeration.PriorityState priority, System.Nullable <bool> stoppable)
        {
            if (data.Count == iSize)
            {
                data.Dequeue();
            }

            data.Enqueue(new StatePlayerElement(state, priority, stoppable, Enumeration.SequenceReverse.Normal));
        }
Beispiel #27
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        public void Add(Enumeration.State state, bool ifTrue)
        {
            if (data.Count == iSize)
            {
                data.Dequeue();
            }

            data.Enqueue(new StatePlayerElement(state, ifTrue));
        }
        public void Add(Enumeration.State state, Enumeration.PriorityState priority, Enumeration.SequenceReverse reverse)
        {
            if (data.Count == iSize)
            {
                data.Dequeue();
            }

            data.Enqueue(new StatePlayerElement(state, priority, reverse));
        }
        public void Add(Enumeration.State state, Enumeration.PriorityState priority, Vector2 offSet)
        {
            if (data.Count == iSize)
            {
                data.Dequeue();
            }

            data.Enqueue(new StatePlayerElement(state, priority, offSet));
        }
        public Enumeration.State Next(Enumeration.State state)
        {
            switch (state)
            {
            case Enumeration.State.freefall:
                return(Enumeration.State.crouch);

            default:
                return(Enumeration.State.stand);
            }
        }
        public void Add(Enumeration.State state, bool ifTrue)
        {
            //if (Value().state == state)
            //    return;

            if (data.Count == iSize)
            {
                data.Dequeue();
            }

            data.Enqueue(new StatePlayerElement(state, ifTrue));
        }