// handle facing direction updates
 public void ProcessFacingDirection()
 {
     if (transform.position.X > otherPlayer.transform.position.X && !isFacingLeft)
     {
         transform.flipRenderingHorizontal = true;
         isFacingLeft = true;
         animator.Flip(true);
         attackPlayer.SetAttackDirection(true);
     }
     else if (transform.position.X < otherPlayer.transform.position.X && isFacingLeft)
     {
         transform.flipRenderingHorizontal = false;
         isFacingLeft = false;
         animator.Flip(false);
         attackPlayer.SetAttackDirection(false);
     }
 }
        public override void Load(ContentManager content)
        {
            input        = entity.getComponent <InputManager>();
            attackPlayer = entity.getComponent <AttackPlayer>();
            animator     = entity.getComponent <SpriteAnimator <FighterAnimations> >();

            if (!playerOne)
            {
                transform.flipRenderingHorizontal = true;
                isFacingLeft = true;
                animator.Flip(true);
                attackPlayer.SetAttackDirection(true);
            }
            else
            {
                transform.flipRenderingHorizontal = false;
                isFacingLeft = false;
                animator.Flip(false);
                attackPlayer.SetAttackDirection(false);
            }
        }
Exemple #3
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        public void Activate(Vector3 position, bool travelLeft)
        {
            if ((!travelLeft && movementVector.X < 0) || (travelLeft && movementVector.X > 0))
            {
                movementVector.X *= -1;
                SpawnPoint.X     *= -1;
            }

            animator.Flip(travelLeft);


            transform.position   = position + new Vector3(SpawnPoint.X, SpawnPoint.Y, 0);
            hitData.hitboxBounds = transform.GetRenderPosition(hitData.hitboxBounds);
            hitData.moveCurrentUseID++;
            animator.PlayAnimation(ProjectileAnim.active);
            isActive = true;
        }