public PlayerChar() : base() { actionSM = new MarioActionStateMachine(this); powerSM = new MarioPowerUpStateMachine(this); CurrentActionState = actionSM.Idle; CurrentPowerState = powerSM.Standard; HUD.PointTracker.Subscribe(this); StarTimer = 0; }
public MarioSuperState(MarioPowerUpStateMachine sm, PlayerChar player) : base(sm, player) { TypeEnum = MarioTypes.SUPER; }
public MarioStandardState(MarioPowerUpStateMachine sm, PlayerChar player) : base(sm, player) { TypeEnum = MarioTypes.NORMAL; }
protected AbstractPowerUpState(MarioPowerUpStateMachine sm, PlayerChar player) { StateMachine = sm; PlayerChar = player; }
public MarioFireState(MarioPowerUpStateMachine sm, PlayerChar player) : base(sm, player) { TypeEnum = MarioTypes.FIRE; }
public InvulnerableState(MarioPowerUpStateMachine sm, PlayerChar player) : base(sm, player) { TypeEnum = MarioTypes.STARMINI; }
public MarioMiniStarState(MarioPowerUpStateMachine sm, PlayerChar player) : base(sm, player) { TypeEnum = MarioTypes.STARMINI; }
public MarioDeadState(MarioPowerUpStateMachine sm, PlayerChar player) : base(sm, player) { TypeEnum = MarioTypes.DEAD; }
public MarioBigStarState(MarioPowerUpStateMachine sm, PlayerChar player) : base(sm, player) { TypeEnum = MarioTypes.STARBIG; }