public AI(Texture2D texture, Vector2 position, Character character, LinkedListNode <Vector2> checkpoint, GameData.SimulatedControls controls, bool facingRight) : base(texture, position, character, checkpoint) { Parent = null; this.Controls = controls; Timer = 0; if (facingRight) { Controls.Right = true; } else { Controls.Left = true; } }
public AI(Player parent, GameData.SimulatedControls controls) : base(parent.texture, parent.Position, parent.CurrentCharacter, parent.Node) { Parent = parent; Progress = parent.Progress; Checkpoints = parent.Checkpoints; Velocity = parent.Velocity; Controls = controls; Timer = 0; if (parent.FacingRight) { controls.Right = true; } else { controls.Left = true; } Color.A /= 2; }