public AfterImageVFX(BattleEntity entity, int maxAfterImages, int framesBehind, float alphaValue, AfterImageAlphaSetting alphaSetting, AfterImageAnimSetting animSetting) { Entity = entity; MaxAfterImages = maxAfterImages; FramesBehind = framesBehind; AlphaValue = alphaValue; AlphaSetting = alphaSetting; AnimSetting = animSetting; //Set the capacity of the list PrevEntityStates = new List <AfterImageState>(MaxAfterImages * FramesBehind); }
public AfterImages(Transform transformData, AnimManager animationManager, int maxAfterImages, int framesBehind, float alphaValue, AfterImageAlphaSetting alphaSetting, AfterImageAnimSetting animSetting) { TransfrmData = transformData; AnimationManager = animationManager; MaxAfterImages = maxAfterImages; FramesBehind = framesBehind; AlphaValue = alphaValue; AlphaSetting = alphaSetting; AnimSetting = animSetting; PrevObjectStates = new List <AfterImageState>(MaxAfterImages * FramesBehind); }
public AfterImageVFX(BattleEntity entity, int maxAfterImages, int framesBehind, float alphaValue, AfterImageAlphaSetting alphaSetting, AfterImageAnimSetting animSetting, double totalDuration) : this(entity, maxAfterImages, framesBehind, alphaValue, alphaSetting, animSetting) { TotalDuration = totalDuration; }
public AfterImages(Transform transformData, AnimManager animationManager, int maxAfterImages, int framesBehind, float alphaValue, AfterImageAlphaSetting alphaSetting, AfterImageAnimSetting animSetting, double totalDuration) : this(transformData, animationManager, maxAfterImages, framesBehind, alphaValue, alphaSetting, animSetting) { TotalDuration = totalDuration; }