public Tears shoot(Point _p, Player.PlayerShoot _d) { Tears _tear = new Tears(Tears.side.enemy); _tear._Position = _p; _tear._Direction = _d; return(_tear); }
public Tears Shoot(bool trueshoot) { Tears _tear = new Tears(0); if (_playerShoot == PlayerShoot.Stop) { _nowplayerShoot = _player_head_frond; } else if (_playerShoot == PlayerShoot.Up) { if (trueshoot == false) { _nowplayerShoot = _player_head_frond; } else { _nowplayerShoot = _player_head_frond_Shoot; _tear.Shoot(_position, (int)(_nowplayerShoot.Width * _size), (int)(_nowplayerShoot.Height * _size), _playerShoot); _tear._Direction = _playerShoot; } } else if (_playerShoot == PlayerShoot.Down) { if (trueshoot == false) { _nowplayerShoot = _player_head_Back; } else { _nowplayerShoot = _player_head_Back_Shoot; _tear.Shoot(_position, (int)(_nowplayerShoot.Width * _size), (int)(_nowplayerShoot.Height * _size), _playerShoot); _tear._Direction = _playerShoot; } } else if (_playerShoot == PlayerShoot.Right) { if (trueshoot == false) { _nowplayerShoot = _player_head_Right; } else { _nowplayerShoot = _player_head_Right_Shoot; _tear.Shoot(_position, (int)(_nowplayerShoot.Width * _size), (int)(_nowplayerShoot.Height * _size), _playerShoot); _tear._Direction = _playerShoot; } } else if (_playerShoot == PlayerShoot.Left) { if (trueshoot == false) { _nowplayerShoot = _player_head_Left; } else { _nowplayerShoot = _player_head_Left_Shoot; _tear.Shoot(_position, (int)(_nowplayerShoot.Width * _size), (int)(_nowplayerShoot.Height * _size), _playerShoot); _tear._Direction = _playerShoot; } } return(_tear); }