// handle facing direction updates public void ProcessFacingDirection() { if (transform.position.X > otherPlayer.transform.position.X && !isFacingLeft) { transform.flipRenderingHorizontal = true; isFacingLeft = true; animator.Flip(true); attackPlayer.SetAttackDirection(true); } else if (transform.position.X < otherPlayer.transform.position.X && isFacingLeft) { transform.flipRenderingHorizontal = false; isFacingLeft = false; animator.Flip(false); attackPlayer.SetAttackDirection(false); } }
public override void Load(ContentManager content) { input = entity.getComponent <InputManager>(); attackPlayer = entity.getComponent <AttackPlayer>(); animator = entity.getComponent <SpriteAnimator <FighterAnimations> >(); if (!playerOne) { transform.flipRenderingHorizontal = true; isFacingLeft = true; animator.Flip(true); attackPlayer.SetAttackDirection(true); } else { transform.flipRenderingHorizontal = false; isFacingLeft = false; animator.Flip(false); attackPlayer.SetAttackDirection(false); } }
public void Activate(Vector3 position, bool travelLeft) { if ((!travelLeft && movementVector.X < 0) || (travelLeft && movementVector.X > 0)) { movementVector.X *= -1; SpawnPoint.X *= -1; } animator.Flip(travelLeft); transform.position = position + new Vector3(SpawnPoint.X, SpawnPoint.Y, 0); hitData.hitboxBounds = transform.GetRenderPosition(hitData.hitboxBounds); hitData.moveCurrentUseID++; animator.PlayAnimation(ProjectileAnim.active); isActive = true; }