public PlayerChar() : base() { actionSM = new MarioActionStateMachine(this); powerSM = new MarioPowerUpStateMachine(this); CurrentActionState = actionSM.Idle; CurrentPowerState = powerSM.Standard; HUD.PointTracker.Subscribe(this); StarTimer = 0; }
protected AbstractActionState(MarioActionStateMachine sm, PlayerChar player) { StateMachine = sm; PlayerChar = player; }
public MarioRunningState(MarioActionStateMachine sm, PlayerChar player) : base(sm, player) { Animation = new MarioRunningAnimation(); }
public MarioCrouchingState(MarioActionStateMachine sm, PlayerChar player) : base(sm, player) { Animation = new MarioCrouchingAnimation(); timer = 0; }
public MarioIdleState(MarioActionStateMachine sm, PlayerChar player) : base(sm, player) { Animation = new MarioStandingAnimation(); }