public StateTileElement(Enumeration.StateTile state, Enumeration.PriorityState priority__1) { _state = state; Priority = priority__1; Reverse = Enumeration.SequenceReverse.Normal; OffSet = Vector2.Zero; }
public StateElement(Enumeration.State state) { _state = state; _priorityState = Enumeration.PriorityState.Normal; _reverse = Enumeration.SequenceReverse.Normal; _offset = Vector2.Zero; }
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, Enumeration.SequenceReverse reverse) { _state = state; Priority = priority; Reverse = reverse; OffSet = Vector2.Zero; }
public StateTileElement(Enumeration.StateTile state, Enumeration.PriorityState priority__1, Enumeration.SequenceReverse reverse__2) { _state = state; Priority = priority__1; Reverse = reverse__2; OffSet = Vector2.Zero; }
public StatePlayerElement(Enumeration.State state, Enumeration.PriorityState priority, Vector2 offSet) { _state = state; Priority = priority; Reverse = Enumeration.SequenceReverse.Normal; OffSet = offSet; }
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 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 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) { _state = state; _priorityState = priority; _stoppable = stoppable; _reverse = Enumeration.SequenceReverse.Normal; _offset = Vector2.Zero; }
public StateTileElement(Enumeration.StateTile state, Enumeration.PriorityState priority, bool?stoppable, Enumeration.SequenceReverse reverse) { _state = state; Priority = priority; Stoppable = stoppable; Reverse = reverse; OffSet = Vector2.Zero; }
public StateTileElement(Enumeration.StateTile 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, Enumeration.SequenceReverse reverse__3) { _state = state; Priority = priority__1; Stoppable = stoppable__2; Reverse = reverse__3; OffSet = Vector2.Zero; }
public StateTileElement(Enumeration.StateTile 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) { _state = state; Priority = priority; Stoppable = stoppable; 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 void Add(Enumeration.StateTile state, Enumeration.PriorityState priority) { if (data.Count == iSize) { data.Dequeue(); } data.Enqueue(new StateTileElement(state, priority)); }
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, 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 void Add(Enumeration.StateTile state, Enumeration.PriorityState priority, System.Nullable <bool> stoppable, Enumeration.SequenceReverse reverse, Vector2 offSet) { if (data.Count == iSize) { data.Dequeue(); } data.Enqueue(new StateTileElement(state, priority, stoppable, reverse, offSet)); }
public void Add(Enumeration.StateTile state, Enumeration.PriorityState priority, bool?stoppable) { if (data.Count == iSize) { data.Dequeue(); } data.Enqueue(new StateTileElement(state, priority, stoppable, Enumeration.SequenceReverse.Normal)); }
public void Ready(Enumeration.PriorityState priority, System.Nullable <bool> stoppable) { if (priority == Enumeration.PriorityState.Normal & sprite.IsStoppable == stoppable) { return; } spriteState.Add(Enumeration.State.ready, priority); sprite.PlayAnimation(spriteSequence, spriteState.Value()); }
public void Show(Enumeration.PriorityState priority, bool?stoppable) { if (priority == Enumeration.PriorityState.Normal & sprite.IsStoppable == stoppable) { return; } if (_player == true) { spriteState.Add(Enumeration.State.splash_player, priority); } else { spriteState.Add(Enumeration.State.splash_enemy, priority); } sprite.PlayAnimation(spriteSequence, spriteState); }
public void Show(Enumeration.PriorityState priority) { Show(priority, null); }
public void Stand(Enumeration.PriorityState priority) { Stand(priority, null); }