public PartnerFar(Vector2 position, PhysicObj target) : base(position, target) { height = 0; Animation anim = new Animation(Bloodbender.ptr.Content.Load <Texture2D>("Pair/coursePair2"), 7, 0.1f, 0, 0, 0, 0); anim.reset(); addAnimation(anim); Animation attackAnimation = new Animation(Bloodbender.ptr.Content.Load <Texture2D>("Pair/attackPair2"), 7, 0.075f, 0, 0, 0, 0); attackAnimation.isLooping = false; addAnimation(attackAnimation); Bloodbender.ptr.shadowsRendering.addShadow(new Shadow(this)); fixture = createOctogoneFixture(50f, 50f, Vector2.Zero, new AdditionalFixtureData(this, HitboxType.BOUND)); Radius = 50f; velocity = _initialVelocity; addFixtureToCheckedCollision(fixture); _node = new PhysicObj(new Vector2(position.X, position.Y), PathFinderNodeType.CENTER); _node.createOctogoneFixture(10, 10, Vector2.Zero, new AdditionalFixtureData(_node, HitboxType.BOUND)).IsSensor = true; _node.Radius = 10.0f; IComponent comp = new KeepDistanceComponent(300, Bloodbender.ptr.player, _node, this); _node.addComponent(comp); IComponent comp2 = new FollowBehaviorComponent(this, _node, 0); addComponent(comp2); distanceAttackWithTarget = 400; canAttack = true; canGenerateProjectile = true; canBeHitByPlayer = false; canBeHitByProjectile = false; }