public override void CollisionResponse(ICollision collidedObject) { if (collidedObject.MarioState() && collidedObject.BottomCollision(Block.EntityCollision)) { ExplodeTransition(); } else if (collidedObject is MarioCollision && collidedObject.BottomCollision(Block.EntityCollision)) { BumpTransition(); Block.Mario = collidedObject.CurrentEntity as MarioEntity; } }
public virtual void CollisionResponse(ICollision collidedObject) { if (collidedObject is MarioCollision && collidedObject.BottomCollision(Block.EntityCollision)) { BumpTransition(); } }