public StateElement(Enumeration.State state) { _state = state; _priorityState = Enumeration.PriorityState.Normal; _reverse = Enumeration.SequenceReverse.Normal; _offset = Vector2.Zero; }
public StatePlayerElement(Enumeration.State state, Enumeration.PriorityState priority, Enumeration.SequenceReverse reverse) { _state = state; Priority = priority; Reverse = reverse; OffSet = Vector2.Zero; }
public StatePlayerElement(Enumeration.State state, Enumeration.PriorityState priority__1, Vector2 offSet__2) { _state = state; Priority = priority__1; Reverse = Enumeration.SequenceReverse.Normal; OffSet = offSet__2; }
public StateElement(Enumeration.State state, Enumeration.PriorityState priority, Enumeration.SequenceReverse reverse) { _state = state; _priorityState = priority; _reverse = reverse; _offset = Vector2.Zero; }
public StatePlayerElement(Enumeration.State state, Enumeration.PriorityState priority__1) { _state = state; Priority = priority__1; Reverse = Enumeration.SequenceReverse.Normal; OffSet = Vector2.Zero; }
public StatePlayerElement(Enumeration.State state, Enumeration.PriorityState priority, Vector2 offSet) { _state = state; Priority = priority; Reverse = Enumeration.SequenceReverse.Normal; OffSet = offSet; }
public StatePlayerElement() { _state = Enumeration.State.none; Priority = Enumeration.PriorityState.Normal; Reverse = Enumeration.SequenceReverse.Normal; OffSet = Vector2.Zero; }
public StatePlayerElement(Enumeration.State state, Enumeration.PriorityState priority__1, Enumeration.SequenceReverse reverse__2) { _state = state; Priority = priority__1; Reverse = reverse__2; OffSet = Vector2.Zero; }
public StateElement(Enumeration.State state, Enumeration.PriorityState priority, bool?stoppable, Enumeration.SequenceReverse reverse, Vector2 offSet) { _state = state; _priorityState = priority; _stoppable = stoppable; _reverse = reverse; _offset = offSet; }
public StateElement(Enumeration.State state, Enumeration.PriorityState priority, bool?stoppable) { _state = state; _priorityState = priority; _stoppable = stoppable; _reverse = Enumeration.SequenceReverse.Normal; _offset = Vector2.Zero; }
public StatePlayerElement(Enumeration.State state, Enumeration.PriorityState priority__1, System.Nullable <bool> stoppable__2) { _state = state; Priority = priority__1; Stoppable = stoppable__2; Reverse = Enumeration.SequenceReverse.Normal; OffSet = Vector2.Zero; }
public StatePlayerElement(Enumeration.State state, Enumeration.PriorityState priority, bool?stoppable, Enumeration.SequenceReverse reverse, Vector2 offSet) { _state = state; Priority = priority; Stoppable = stoppable; Reverse = reverse; OffSet = offSet; }
public StateElement(Enumeration.State state, Enumeration.PriorityState priority, System.Nullable<bool> stoppable) { _state = state; _priorityState = priority; _stoppable = stoppable; _reverse = Enumeration.SequenceReverse.Normal; _offset = Vector2.Zero; }
public StatePlayerElement(Enumeration.State state) { _state = state; Priority = Enumeration.PriorityState.Normal; Reverse = Enumeration.SequenceReverse.Normal; OffSet = Vector2.Zero; IfTrue = false; }
public StatePlayerElement(Enumeration.State state, Enumeration.PriorityState priority__1, System.Nullable<bool> stoppable__2, Enumeration.SequenceReverse reverse__3, Vector2 offSet__4) { _state = state; Priority = priority__1; Stoppable = stoppable__2; Reverse = reverse__3; OffSet = offSet__4; }
public StatePlayerElement(Enumeration.State state, Enumeration.PriorityState priority__1, System.Nullable<bool> stoppable__2) { _state = state; Priority = priority__1; Stoppable = stoppable__2; Reverse = Enumeration.SequenceReverse.Normal; OffSet = Vector2.Zero; }
public StatePlayerElement(Enumeration.State state, bool iftrue) { _state = state; Priority = Enumeration.PriorityState.Normal; Reverse = Enumeration.SequenceReverse.Normal; OffSet = Vector2.Zero; IfTrue = iftrue; }
public StateElement(Enumeration.State state, Enumeration.PriorityState priority, System.Nullable<bool> stoppable, Enumeration.SequenceReverse reverse, Vector2 offSet) { _state = state; _priorityState = priority; _stoppable = stoppable; _reverse = reverse; _offset = offSet; }
public StateElement(Enumeration.State state, Enumeration.PriorityState priority, System.Nullable <bool> stoppable, Enumeration.SequenceReverse reverse) { _state = state; _priorityState = priority; _stoppable = stoppable; _reverse = reverse; _offset = Vector2.Zero; }
public StatePlayerElement(Enumeration.State state, Enumeration.PriorityState priority, bool?stoppable) { _state = state; Priority = priority; Stoppable = stoppable; Reverse = Enumeration.SequenceReverse.Normal; OffSet = Vector2.Zero; }
public StatePlayerElement(Enumeration.State state, Enumeration.PriorityState priority__1, System.Nullable <bool> stoppable__2, Enumeration.SequenceReverse reverse__3, Vector2 offSet__4) { _state = state; Priority = priority__1; Stoppable = stoppable__2; Reverse = reverse__3; OffSet = offSet__4; }
public void Add(Enumeration.State state, Enumeration.PriorityState priority, bool?stoppable, Enumeration.SequenceReverse reverse, Vector2 offSet) { if (data.Count == iSize) { data.Dequeue(); } data.Enqueue(new StatePlayerElement(state, priority, stoppable, reverse, offSet)); }
public void Add(Enumeration.State state, Enumeration.PriorityState priority, System.Nullable <bool> stoppable) { if (data.Count == iSize) { data.Dequeue(); } data.Enqueue(new StatePlayerElement(state, priority, stoppable, Enumeration.SequenceReverse.Normal)); }
public void Add(Enumeration.State state, bool ifTrue) { if (data.Count == iSize) { data.Dequeue(); } data.Enqueue(new StatePlayerElement(state, ifTrue)); }
public void Add(Enumeration.State state, Enumeration.PriorityState priority, Enumeration.SequenceReverse reverse) { if (data.Count == iSize) { data.Dequeue(); } data.Enqueue(new StatePlayerElement(state, priority, reverse)); }
public void Add(Enumeration.State state, Enumeration.PriorityState priority, Vector2 offSet) { if (data.Count == iSize) { data.Dequeue(); } data.Enqueue(new StatePlayerElement(state, priority, offSet)); }
public Enumeration.State Next(Enumeration.State state) { switch (state) { case Enumeration.State.freefall: return(Enumeration.State.crouch); default: return(Enumeration.State.stand); } }
public void Add(Enumeration.State state, bool ifTrue) { //if (Value().state == state) // return; if (data.Count == iSize) { data.Dequeue(); } data.Enqueue(new StatePlayerElement(state, ifTrue)); }