public FollowingDancerBehavior(Dancer me, Dancer following) { _me = me; _following = following; SetWaypoint(); _me.SetAnimation("Conga"); }
public EnterFloorDancerBehavior(Dancer dancer) { _me = dancer; float angle = RandomHelper.GetRandomFloat() * MathHelper.TwoPi; // TODO: Make this a global constant? float radius = RandomHelper.GetRandomFloat() * 1200f; _destination = new Vector3(); _destination.X = radius * (float)Math.Sin(angle); _destination.Y = 0; _destination.Z = radius * (float)Math.Cos(angle); _me.Forward = Vector3.Normalize(_destination - _me.Position); _me.SetAnimation("Walking"); }
public IdleDancerBehavior(Dancer dancer) { dancer.SetAnimation("Dancing"); }
public JoinLineDancerBehavior(Dancer me, Dancer following) { _me = me; _following = following; _me.SetAnimation("Walking"); }
public FallingDancerBehavior(Dancer dancer) { dancer.SetAnimation("Falling"); dancer.EnqueueAnimation("Hurting"); }
public LeadDancerBehavior(Dancer dancer) { _dancer = dancer; _dancer.SetAnimation("Leader"); }