public PatrolState(StateManager.StateManager state, Enemy enemy, Max max) { this.enemy = enemy; this.state = state; this.max = max; atitude = auxAtitude = Atitude.patrol; }
public void variateSprite(GameTime gameTime) { float duration = 0.1f; if (auxAtitude != atitude) { auxAtitude = atitude; variation = 0; } if (auxState != enemy.actorState) { variation = 0; auxState = enemy.actorState; } variateWalking(); currentTime += (float)gameTime.ElapsedGameTime.TotalSeconds; if (currentTime >= duration) { variation++; currentTime -= duration; } if (variation >= 4) { variation = 0; } }
public async Task <IActionResult> OnGetAsync(int?id) { if (id == null) { return(NotFound()); } Atitude = await _context.Atitudes.FirstOrDefaultAsync(m => m.Id == id); if (Atitude == null) { return(NotFound()); } return(Page()); }
public async Task <IActionResult> OnPostAsync(int?id) { if (id == null) { return(NotFound()); } Atitude = await _context.Atitudes.FindAsync(id); if (Atitude != null) { _context.Atitudes.Remove(Atitude); await _context.SaveChangesAsync(); } return(RedirectToPage("./Index")); }
public void changeState(Atitude atitude) { this.atitude = atitude; }