public EnemyTypeIII(object sprite, Vector2 speed, Vector2 locate, float ringSize, float enemySize, float enemySize2, AIBase.FaceSide face, AIBase.ID id, float m_up) : base(sprite, speed, locate, ringSize, enemySize, enemySize2, face, id) { m_status3 = AIBase.StatusIII.Sleep; m_downSpeed = Speed.X; m_upSpeed = -m_up; this.CurrentRing = 0; this.Delta = 1; this.Status = AIBase.Status.Attck; }
internal void ToAlarmStatus() { if ((this.Locate - AIBase.Player.Locate).Length() <= this.RingSize / 2 + AIBase.Player.RingSize / 2 - 100) { this.Status3 = AIBase.StatusIII.Alarm; this.CurrentRing = 3; this.Face = AIBase.FaceSide.Right; } }