// provides a closure around a split effect private static Effect CloseEffect(SplitEffect split) { return(entity => split( entity.GetComponent <PositionComponent>(), entity.GetComponent <MovementComponent>(), entity.GetComponent <SpriteComponent>(), entity.GetComponent <InputComponent>(), entity.GetComponent <CollisionComponent>(), entity.GetComponent <LadderComponent>(), entity.GetComponent <TimerComponent>(), entity.GetComponent <HealthComponent>(), entity.GetComponent <StateComponent>(), entity.GetComponent <WeaponComponent>(), Game.CurrentGame.Player )); }
// provides a closure around a split effect private static Effect CloseEffect(SplitEffect split) { return entity => split( entity.GetComponent<PositionComponent>(), entity.GetComponent<MovementComponent>(), entity.GetComponent<SpriteComponent>(), entity.GetComponent<InputComponent>(), entity.GetComponent<CollisionComponent>(), entity.GetComponent<LadderComponent>(), entity.GetComponent<TimerComponent>(), entity.GetComponent<HealthComponent>(), entity.GetComponent<StateComponent>(), entity.GetComponent<WeaponComponent>(), Game.CurrentGame.Player ); }
public _Split(int d, LTexture texture) { split = new SplitEffect(texture, d); }