public Encounter(LandCreature anchor, Land land) : base(land) { this.anchor = anchor; physicalProperties = new LandPhysicalProperties(); physicalProperties.activelyColliding = true; physicalProperties.collisionType = LandCollisionTypes.Static; physicalProperties.radius = encounterRadius; Dummy = new DrawableTexture("whiteCircle100x100", this); Dummy.size = new Vector2(100f, 100f); Dummy.filter = Color.Transparent; Dummy.layer = 0.98f; }
public virtual bool authorizeEncounter(LandCreature boogie) { return creature.checkIfAgressiveTowards(boogie.creature); }
public void CreatureEncountered(LandCreature otherCreature) { movingSpeed = 0f; gameManager.StartFight(creature, otherCreature.creature, position); }
public virtual bool authorizeEncounter(LandCreature boogie) { return(creature.checkIfAgressiveTowards(boogie.creature)); }