private void UpdateAnimation(double gameTime, Animation animation, Sprite sprite) { var ownerAnimation = Owner.GetComponent<Animation>(ComponentType.Animation); //animation.ResetCounter(State.Walking,ownerAnimation.CurrentDirection); var ownerSprite = Owner.GetComponent<Sprite>(ComponentType.Sprite); if (ownerAnimation.CurrentState == State.Walking) { Active = false; animation.LockDirection = false; } if (_counter < 90) { switch (animation.CurrentDirection) { case Direction.Left: sprite.Teleport(new Vector2(ownerSprite.Position.X - sprite.Width + 5, ownerSprite.Position.Y - sprite.Height)); break; case Direction.Right: sprite.Teleport(new Vector2(ownerSprite.Position.X + sprite.Width - 5, ownerSprite.Position.Y - sprite.Height)); break; case Direction.Up: sprite.Teleport(new Vector2(ownerSprite.Position.X + sprite.Width - 5, ownerSprite.Position.Y - sprite.Height + 5)); break; case Direction.Down: sprite.Teleport(new Vector2(ownerSprite.Position.X - sprite.Width + 5, ownerSprite.Position.Y + sprite.Height - 5)); break; } } else { switch (animation.CurrentDirection) { case Direction.Left: sprite.Teleport(new Vector2(ownerSprite.Position.X - sprite.Width + 2, ownerSprite.Position.Y)); break; case Direction.Right: sprite.Teleport(new Vector2(ownerSprite.Position.X + sprite.Width - 2, ownerSprite.Position.Y)); break; case Direction.Up: sprite.Teleport(new Vector2(ownerSprite.Position.X, ownerSprite.Position.Y - sprite.Height + 6)); break; case Direction.Down: sprite.Teleport(new Vector2(ownerSprite.Position.X + 4, ownerSprite.Position.Y + sprite.Height - 6)); break; } } }