public Character(FightingEngine game, List <Texture2D> texs, List <int> lengths) : base(game) { Animator = new Animator(new AnimationData(texs, lengths, true)); _characterStateFactory = new CharacterStateFactory(_game, this); _stateMachine = new StateMachine <CharacterState>(); _stateMachine.PushState(_characterStateFactory.Get <CharacterStateFree>()); }
public GameStatePause(FightingEngine game) : base(game) { }
public GameStateOptionsMenu(FightingEngine game) : base(game) { }
public AState(FightingEngine game) { _game = game; }
public GameStateSplashScreen(FightingEngine game) : base(game) { }
public CharacterStateAnimLock(FightingEngine game, Character character) : base(game, character) { }
public CharacterStateHitStop(FightingEngine game, Character character, int numFrames) : base(game, character) { _stopFrames = numFrames; }
public CharacterStateBlockStun(FightingEngine game, Character character) : base(game, character) { }
public GameStateTitleScreen(FightingEngine game) : base(game) { }
public CharacterStateHitStop(FightingEngine game, Character character) : base(game, character) { }
public CharacterState(FightingEngine game, Character character) : base(game) { _character = character; }
//Rectangle rect; //END TESTING public GameStateGameplay(FightingEngine game) : base(game) { }
public CharacterStateFree(FightingEngine game, Character character) : base(game, character) { }
public CharacterStateFactory(FightingEngine game, Character character) { _game = game; _character = character; _states = new Dictionary <Type, CharacterState>(); }
public GameStateMainMenu(FightingEngine game) : base(game) { }
public AActor(FightingEngine game) { _game = game; }
public AGameState(FightingEngine game) : base(game) { }