private void setAction(EnemyData.Behavior behavior) { if (behavior == EnemyData.Behavior.DoNothing) currentAction = doNothing; else if (behavior == EnemyData.Behavior.Follow) currentAction = follow; else if (behavior == EnemyData.Behavior.RunAway) currentAction = runAway; else if (behavior == EnemyData.Behavior.Die) currentAction = die; }
public override void Restore(Vector2 tilePosition, SpriteSheet spriteSheet, ObjectDataBase enemyData) { isCreated = true; isDead = false; lastFrameReached = false; destinationReached = true; this.tilePosition = tilePosition; currentDestination = tilePosition; this.enemyData = enemyData as EnemyData; shadowTexture = Board.Instance.EffectsFactory.GetTexture(this.enemyData.ShadowId); setAction(EnemyData.Behavior.DoNothing); base.Restore(tilePosition * Board.TILE_SIZE, spriteSheet, enemyData); random = new Random(); }
private EnemyProcessor() { enemyData = new EnemyData(); }