public void Update() { _previousState = _stateComponent.PeekState(); switch (_stateComponent.PeekState()) { case WeaponState.IdleState: break; case WeaponState.ChargingState: _weaponCharge += Artillery.Constants.WeaponChargeSpeed; if (_weaponCharge > _weaponMaxCharge) { _weaponCharge = _weaponMaxCharge; } break; case WeaponState.FireState: break; } if (_parent.Direction == Direction.Right) { _relativeAngle = (float)_parent.AbsAngle; } else { _relativeAngle = (float)_parent.AbsAngle * -1; } }
public IState PeekState() { return(State.PeekState()); }