public static void HandleCollision(INPC character, IUsableItem item, Enumerations.CollisionSide collisionSide) { character.TakeDamage(item.DamageAmount); item.IsDestructable = true; UsableWoodenSword.projectile = null; UsableWoodenSword.IsMoving = false; // Room.CurrentRoomSpriteEffects.Add(new EffectSwordBeamCollision(item.Position)); SoundManager.Instance.PlayEnemyHit(); switch (collisionSide) { case Enumerations.CollisionSide.Right: RightCollision(character); break; case Enumerations.CollisionSide.Left: LeftCollision(character); break; case Enumerations.CollisionSide.Top: UpCollision(character); break; case Enumerations.CollisionSide.Bottom: DownCollision(character); break; default: break; } }
public static void HandleCollision(INPC character, IUsableItem item, Enumerations.CollisionSide collisionSide) { character.TakeDamage(item.DamageAmount); item.IsDestructable = true; SoundManager.Instance.PlayEnemyHit(); switch (collisionSide) { case Enumerations.CollisionSide.Right: RightCollision(character); break; case Enumerations.CollisionSide.Left: LeftCollision(character); break; case Enumerations.CollisionSide.Top: UpCollision(character); break; case Enumerations.CollisionSide.Bottom: DownCollision(character); break; default: break; } }