public Player(ICharacterSprite characterSprite) { centralPlankPosition = new Vector(); leftPlankPosition = new Vector(); rightPlankPosition = new Vector(); this.characterSprite = characterSprite; this.result = 0; }
public GameObject GetCharacterSprite() { if (characterSprite == null) { characterSprite = GetCharacter().GetComponent <ICharacterSprite>(); } return(characterSprite.Provide()); }
/// <summary> /// Initializes the Character. /// </summary> /// <param name="map">The Map to place the Character on.</param> /// <param name="skelManager">The SkeletonManager to use for the Character's skeletons.</param> public virtual void Initialize(Map map, SkeletonManager skelManager) { // HACK: This is quite a dirty way to do this _map = map; _interpolator.Teleport(Position); _characterSprite = CreateCharacterSprite(this, this, skelManager); CharacterSprite.SetSet(BodyInfo.Stand, BodyInfo.Size); CharacterSprite.SetBody(BodyInfo.Body); }
/// <summary> /// Initializes the Character. /// </summary> /// <param name="map">The Map to place the Character on.</param> /// <param name="skelManager">The SkeletonManager to use for the Character's skeletons.</param> public virtual void Initialize(Map map, SkeletonManager skelManager) { // HACK: This is quite a dirty way to do this _map = map; _interpolator.Teleport(Position); _characterSprite = CreateCharacterSprite(this, this, skelManager); CharacterSprite.SetSet(BodyInfo.Stand, BodyInfo.Size); CharacterSprite.SetBody(BodyInfo.Body); }
/// <summary> /// Initializes a new instance of the <see cref="PreviewCharacter"/> class. /// </summary> public PreviewCharacter() { _characterSprite = Character.CreateCharacterSprite(this, this, _skeletonManager); }
/// <summary> /// Initializes a new instance of the <see cref="PreviewCharacter"/> class. /// </summary> public PreviewCharacter() { _characterSprite = Character.CreateCharacterSprite(this, this, _skeletonManager); }
public override void Setup() { spriteLoader.Setup(); player = spriteLoader.GetSprite("player"); mapController.Setup(); }