public GoblinLumberjack(ENTITY_COLOR color, Vector2 start_postion, DIRECTION dir) : this(color) { m_WorldPosition = start_postion; m_DrawPosition = start_postion; m_DestinationPosition = start_postion; SetCurrentAnimation(dir, "IDLE"); }
public GoblinLumberjack(ENTITY_COLOR color) { m_myColor = color; m_SpriteSize = new Vector2(64, 64); LoadAnimations(""); m_MyStateMachine = new StateMachine <GoblinLumberjack>(this); m_MyStateMachine.ChangeState(GLumberjack_IDLE.GetInstance()); #endregion // Initialize the Pathfindr m_pfMyPathFinder = new AStarPathFinder(); m_pnCurrPath = null; m_EntitySpeed = new Vector2(1, 1); #region Nothing to see here, Move along. }
public GoblinLumberjack(ENTITY_COLOR color, Vector2 start_postion, DIRECTION dir) : this(color) { m_WorldPosition = start_postion; m_DrawPosition = start_postion; m_DestinationPosition = start_postion; SetCurrentAnimation(dir, "IDLE"); }
public GoblinLumberjack(ENTITY_COLOR color) { m_myColor = color; m_SpriteSize = new Vector2(64, 64); LoadAnimations(""); m_MyStateMachine = new StateMachine<GoblinLumberjack>(this); m_MyStateMachine.ChangeState(GLumberjack_IDLE.GetInstance()); #endregion // Initialize the Pathfindr m_pfMyPathFinder = new AStarPathFinder(); m_pnCurrPath = null; m_EntitySpeed = new Vector2(1, 1); #region Nothing to see here, Move along. }
// Declare the state machine object. public GoblinLumberjack(ENTITY_COLOR color) { m_myColor = color; m_SpriteSize = new Vector2(64, 64); LoadAnimations(""); // Create a new state machine. // Set the IDLE state as the start state. }
public GoblinLumberjack(ENTITY_COLOR color) { m_myColor = color; m_SpriteSize = new Vector2(64, 64); LoadAnimations(""); m_MyStateMachine = new StateMachine<GoblinLumberjack>(this); m_MyStateMachine.ChangeState(GLumberjack_IDLE.GetInstance()); #endregion // Initialize the Pathfindr #region Nothing to see here, Move along. }