public void Add(StatePlayerElement stateElement)
        {
            if (data.Count == iSize)
            {
                data.Dequeue();
            }

            data.Enqueue(stateElement);
        }
        /// <summary>
        /// Begins or continues playback of an animation.
        /// </summary>
        public void PlayAnimation(List <Sequence> lsequence, StateElement stateElement)
        {
            StatePlayerElement statePlayerElement = default(StatePlayerElement);
            StateTileElement   stateTileElement   = default(StateTileElement);
            string             stateName          = string.Empty;

            if (object.ReferenceEquals(typeof(StatePlayerElement), stateElement.GetType()))
            {
                statePlayerElement = (StatePlayerElement)stateElement;
                stateName          = statePlayerElement.state.ToString();
                StateName          = stateName;
            }
            else if (object.ReferenceEquals(typeof(StateTileElement), stateElement.GetType()))
            {
                stateTileElement = (StateTileElement)stateElement;
                stateName        = stateTileElement.state.ToString();
                StateName        = stateName;
            }
            else
            {
                stateName = stateElement.state.ToString();
                StateName = stateName;
            }

            // Start the new animation.
            if (stateElement.Priority == Enumeration.PriorityState.Normal & this.IsStoppable == false)
            {
                return;
            }

            //Check if the animation is already playing
            if (sequence != null && sequence.name == stateName)
            {
                return;
            }



            this.lsequence = lsequence;
            //Search in the sequence the right type
            Sequence result = lsequence.Find((Sequence s) => s.name == stateName.ToUpper());

            if (result == null)
            {
                //will be an error
                return;
            }

            //cloning for avoid reverse pemanently...
            sequence = result;

            if (stateElement.Stoppable != null)
            {
                foreach (Frame f in sequence.frames)
                {
                    f.stoppable = Convert.ToBoolean(stateElement.Stoppable);
                }
            }

            //For increase offset depend of the state previus; for example when running and fall the x offset will be increase.
            if (stateElement.OffSet != Vector2.Zero)
            {
                foreach (Frame f in sequence.frames)
                {
                    f.xOffSet = f.xOffSet + Convert.ToInt32(Math.Truncate(stateElement.OffSet.X));
                    f.yOffSet = f.yOffSet + Convert.ToInt32(Math.Truncate(stateElement.OffSet.Y));
                }
            }

            //Check if reverse movement and reverse order and sign x,y
            if (stateElement.Reverse == Enumeration.SequenceReverse.Reverse)
            {
                List <Frame> newListFrame   = new List <Frame>();
                List <Frame> newListCommand = new List <Frame>();

                foreach (Frame f in sequence.frames)
                {
                    if (f.type == Enumeration.TypeFrame.COMMAND)
                    {
                        newListCommand.Add(f);
                    }
                    else
                    {
                        f.xOffSet = -1 * f.xOffSet;
                        f.yOffSet = -1 * f.yOffSet;
                        newListFrame.Add(f);
                    }
                }
                newListFrame.Reverse();
                //add command
                foreach (Frame f in newListCommand)
                {
                    newListFrame.Add(f);
                }

                sequence.frames = newListFrame;
            }


            if (stateElement.Reverse == Enumeration.SequenceReverse.FixFrame)
            {
                this.m_frameIndex = this.FrameSpriteCount() - this.m_frameIndex;
            }
            else
            {
                this.m_frameIndex = 0;
            }

            this.firstTime = true;
        }
        public void Add(StatePlayerElement stateElement)
        {
            if (data.Count == iSize)
            {
                data.Dequeue();
            }

            data.Enqueue(stateElement);
        }
        public void UpdateFrame(float elapsed, ref Position position, ref SpriteEffects spriteEffects__1, ref PlayerState playerState)
        {
            //Resetting Name
            float TimePerFrame = 0;

            playerState.Value().Name = string.Empty;
            //playerState.Value().Name = sequence.frames[frameIndex].name;
            //System.Console.WriteLine(playerState.Value().Name.ToUpper());


            TimePerFrame = frameRate + sequence.frames[m_frameIndex].delay;
            //0.1
            //TimePerFrame = 0.9f + sequence.frames[frameIndex].delay; //0.1
            //TimePerFrame = 1.2f + sequence.frames[frameIndex].delay; //0.1
            TotalElapsed += elapsed;

            if (TotalElapsed > TimePerFrame)
            {
                //Play Sound
                sequence.frames[m_frameIndex].PlaySound();


                m_frameIndex  = Math.Min(m_frameIndex + 1, Frames.Count - 1);
                TotalElapsed -= TimePerFrame;

                //Taking name of the frame usefull for hit combat..
                playerState.Value().Name = sequence.frames[m_frameIndex].name;


                if (sequence.frames[m_frameIndex].type != Enumeration.TypeFrame.SPRITE)
                {
                    //COMMAND
                    string[] aCommand   = sequence.frames[m_frameIndex].name.Split('|');
                    string[] aParameter = sequence.frames[m_frameIndex].parameter.Split('|');
                    for (int x = 0; x <= aCommand.Length - 1; x++)
                    {
                        if (aCommand[x] == Enumeration.TypeCommand.ABOUTFACE.ToString())
                        {
                            if (spriteEffects__1 == SpriteEffects.FlipHorizontally)
                            {
                                spriteEffects__1 = SpriteEffects.None;
                            }
                            else
                            {
                                spriteEffects__1 = SpriteEffects.FlipHorizontally;
                            }
                        }
                        else if (aCommand[x] == Enumeration.TypeCommand.GOTOFRAME.ToString())
                        {
                            string par    = aParameter[x];
                            int    result = sequence.frames.FindIndex((Frame f) => f.name == par);
                            m_frameIndex = result;
                        }
                        else if (aCommand[x] == Enumeration.TypeCommand.GOTOSEQUENCE.ToString())
                        {
                            string[] par    = aParameter[x].Split(':');
                            Sequence result = lsequence.Find((Sequence s) => s.name == par[0]);
                            sequence     = result;
                            m_frameIndex = 0;

                            if (par.Length > 1)
                            {
                                Vector2 v = new Vector2(float.Parse(par[1].Split(',')[0]), float.Parse(par[1].Split(',')[1]));
                                playerState.Add(StatePlayerElement.Parse(par[0]), Enumeration.PriorityState.Normal, v);
                            }
                            else
                            {
                                playerState.Add(StatePlayerElement.Parse(par[0]));
                            }
                        }
                        else if (aCommand[x] == Enumeration.TypeCommand.IFGOTOSEQUENCE.ToString())
                        {
                            string par = string.Empty;
                            if (playerState.Value().IfTrue == true)
                            {
                                par = aParameter[0];
                            }
                            else
                            {
                                par = aParameter[1];
                            }

                            Sequence result = lsequence.Find((Sequence s) => s.name == par);
                            sequence     = result;
                            m_frameIndex = 0;
                            playerState.Add(StatePlayerElement.Parse(par));
                        }
                        else if (aCommand[x] == Enumeration.TypeCommand.DELETE.ToString())
                        {
                            playerState.Add(Enumeration.State.delete, Enumeration.PriorityState.Force);
                        }
                    }
                }

                int flip = 0;
                if (spriteEffects__1 == SpriteEffects.FlipHorizontally)
                {
                    //& TotalElapsed > TimePerFrame) skip first frame =!==!=?!?bug
                    flip = 1;
                }
                else
                {
                    flip = -1;
                }



                position.Value = new Vector2(position.X + (sequence.frames[m_frameIndex].xOffSet * flip), position.Y + sequence.frames[m_frameIndex].yOffSet);
            }
            else if (firstTime == true)
            {
                //Play Sound
                sequence.frames[m_frameIndex].PlaySound();

                int flip = 0;
                if (spriteEffects__1 == SpriteEffects.FlipHorizontally)
                {
                    flip = 1;
                }
                else
                {
                    flip = -1;
                }

                position.Value = new Vector2(position.X + (sequence.frames[m_frameIndex].xOffSet * flip), position.Y + sequence.frames[m_frameIndex].yOffSet);


                firstTime = false;
            }
        }