public void ChangeGameObjectState(GameObject_State GO_S) { if (GameObjectState != GameObject_State.Death) { GameObjectState = GO_S; } }
protected AbstractGameObject(ContentManager c, string objektName, int updateDelay, Vector2 spawnPosition) { ObjectName = objektName; Animations = new Dictionary <Animation_State, Animation>(); SpawnPoint = spawnPosition; ActiveAnimation = Animation_State.idle; GameObjectState = GameObject_State.Air; Position = spawnPosition; Velocity = Vector2.Zero; Hitbox = c.Load <Texture2D>(objektName + "hitbox"); UpdateDelay = updateDelay; UpdateCounter = 0; WaitCounter = 0; LockAnimationStateCounter = 0; AnimationChanged = false; PositionRectangle = new Rectangle((int)Position.X, (int)Position.Y, Hitbox.Width, Hitbox.Height); HitboxOffset = new Point(Hitbox.Width / 2, Hitbox.Height / 2); Active = true; }