public GameState(MatchInitializationData _initData, int frameNumber) : base(frameNumber) { _initData.InitCharacters(); P1_CState = new CharacterState(true, _initData.P1_Character); P2_CState = new CharacterState(false, _initData.P2_Character); P1_Position = 0; P2_Position = 0; P1_StateFrames = 0; P2_StateFrames = 0; P1_State = GameplayEnums.CharacterState.Idle; P2_State = GameplayEnums.CharacterState.Idle; P1_Hitboxes = new List <Hitbox_Gameplay>(); P2_Hitboxes = new List <Hitbox_Gameplay>(); P1_Gauge = 0; P2_Gauge = 0; RemainingHitstop = 0; RemainingTime = 0; }