public Sakazaki_Idle(Sakazaki_BehaviorScript behaviorScript) : base(behaviorScript._animationHandler) { _owner = behaviorScript._owner; _behaviorScript = behaviorScript; _body = behaviorScript._body; BehaviorFunctions += CheckIdle; BehaviorFunctions += CheckCollision; }
public Sakazaki_Knockdown(Sakazaki_BehaviorScript behaviorScript) : base(behaviorScript._animationHandler) { _behaviorScript = behaviorScript; _owner = behaviorScript._owner; _body = behaviorScript._body; _blinkout = new Blinkout(); BehaviorFunctions += Animate; }
public override void LoadContent() { Body = CurrentWorld.AddBody(this, InitPosition, Size); Body.ChildHitboxes[Key + "_body"] = new Hitbox(this, new Vector2(0, 0), Size, Key + "_body") { DebugSprite = Debug.Assets.BlueBox, Data = new CollisionPackage() { Value = Key } }; AnimationHandler = new AnimationHandler(this); _animationLibrary = new Sakazaki_AnimationLibrary(); _animationLibrary.LoadAnimations(AnimationHandler); State = new Sakazaki_State(); State.Facing = (Game.Rng.Next(0, 2) > 0) ? Orientation.Left : Orientation.Right; _behaviorScript = new Sakazaki_BehaviorScript(this); _behaviorScript.InitBehaviors(); AnimationHandler.ChangeAnimation((int)AnimationStates.Idle); AnimationHandler.Facing = Orientation.Right; }