private void CutState_OnStateBegin(StandState sender) { OnHit += KingCrimsonProjectile_OnHit; NonTimedAttack = true; PunchStartPoint = Owner.Center; PunchDirection = PunchStartPoint.DirectTo(MousePosition, Owner.width + 16 * Range); projectile.damage = CutDamage; Owner.direction = MousePosition.X < Owner.Center.X ? -1 : 1; }
protected void BeginPunch(StandState sender) { PunchStartPoint = Owner.Center; Owner.direction = MousePosition.X < Owner.Center.X ? -1 : 1; PunchDirection = PunchStartPoint.DirectTo(MousePosition, Owner.width + 16 * Range); projectile.damage = GetPunchDamage(); }
private void FalconState_OnStateBegin(StandState sender) { NonTimedAttack = true; OnHit += MagicianRedProjectile_OnHit; PunchStartPoint = Owner.Center; Owner.direction = MousePosition.X < Owner.Center.X ? -1 : 1; PunchDirection = PunchStartPoint.DirectTo(MousePosition, Owner.width + 16 * Range); }