public void TurnToPlayer() { var turnSpeed = TurnSpeed; TurnSpeed = 2f; CDGMath.TurnToFace(this, m_target.Position); TurnSpeed = turnSpeed; }
public override void Update(GameTime gameTime) { if (Difficulty == GameTypes.EnemyDifficulty.MINIBOSS) { if (!m_isTouchingGround && IsWeighted && CurrentSpeed == 0f && SpriteName == "EnemyBlobBossAir_Character") { CurrentSpeed = Speed; } if (!m_currentActiveLB.IsActive && m_isTouchingGround && SpriteName != "EnemyBlobBossIdle_Character") { ChangeSprite("EnemyBlobBossIdle_Character"); PlayAnimation(); } } else { if (!m_isTouchingGround && IsWeighted && CurrentSpeed == 0f && SpriteName == "EnemyBlobAir_Character") { CurrentSpeed = Speed; } if (!m_currentActiveLB.IsActive && m_isTouchingGround && SpriteName != "EnemyBlobIdle_Character") { ChangeSprite("EnemyBlobIdle_Character"); PlayAnimation(); } } if (IsNeo) { foreach (var current in m_levelScreen.CurrentRoom.EnemyList) { if (current != this && current is EnemyObj_Blob) { var num = Vector2.Distance(Position, current.Position); if (num < 150f) { var facePosition = 2f * Position - current.Position; CDGMath.TurnToFace(this, facePosition); } } } foreach (var current2 in m_levelScreen.CurrentRoom.TempEnemyList) { if (current2 != this && current2 is EnemyObj_Blob) { var num2 = Vector2.Distance(Position, current2.Position); if (num2 < 150f) { var facePosition2 = 2f * Position - current2.Position; CDGMath.TurnToFace(this, facePosition2); } } } } base.Update(gameTime); }