private static void FireBehaviourEvent(EntBehaviour behaviour, string format) { if (behaviour == null) return; string evtStr = string.Format(format, behaviour.GetType().Name).ToUpper(); behaviour.FireEvent(evtStr); }
public virtual void Update(GameTime gameTime) { if (EntBehaviour != null) { EntBehaviour.Update(gameTime); } if (Bounds != null) { Bounds.Update(Position); } if (Sprite != null) { Sprite.Update(gameTime); } }
public static void FireSwitchOut(EntBehaviour behaviour) { FireBehaviourEvent(behaviour, EVENT_SWITCH_OUT_FORMAT); }
public BattleConflictAgitator(EntController agitator, EntUtils.ColliderType colliderType) { Controller = agitator; Behaviour = agitator.CurrentBehaviour; ColliderType = colliderType; }
public static bool Overpowers(EntBehaviour a, EntBehaviour b) { return a.ConflictIndex > b.ConflictIndex; }