public PowerGenerator() { Texture = Moxy.ContentManager.Load<Texture2D>("Characters\\Team1SpriteSheet"); Animations = new AnimationManager(Texture, new Animation[] { new Animation("Idle_1", new Rectangle[] { new Rectangle(0, 256, 64, 64), }), new Animation("Idle_2", new Rectangle[] { new Rectangle(0, 320, 64,64 ), }), new Animation("Idle_3", new Rectangle[] { new Rectangle(0, 384, 64, 64), }), new Animation("Idle_4", new Rectangle[] { new Rectangle(0, 448, 64, 64), }), new Animation("Walk_1", new Rectangle[] { new Rectangle(0, 256, 64, 64), new Rectangle(64, 256, 64, 64), new Rectangle(128, 256, 64, 64), }, new TimeSpan(0, 0, 0, 0, 200)), new Animation("Walk_2", new Rectangle[] { new Rectangle(0, 320, 64, 64), new Rectangle(64, 320, 64, 64), new Rectangle(128, 320, 64, 64), }, new TimeSpan(0, 0, 0, 0, 200)), new Animation("Walk_3", new Rectangle[] { new Rectangle(0, 384, 64, 64), new Rectangle(64, 384, 64, 64), new Rectangle(128, 384, 64, 64), }, new TimeSpan(0, 0, 0, 0, 200)), new Animation("Walk_4", new Rectangle[] { new Rectangle(0, 448, 64, 64), new Rectangle(64, 448, 64, 64), new Rectangle(128, 448, 64, 64), }, new TimeSpan(0, 0, 0, 0, 200)) }); Animations.SetAnimation("Idle_1"); EntityType = global::Moxy.EntityType.Generator; Health = 100; CurrentRunes = new ItemID[4]; Skills = new List<GeneratorSkill>(); Skills.Add(new PowerSKill(this)); Skills.Add(new ProtectionSkill(this)); Skills.Add(new TriShotSkill(this)); Skills.Add(new RageSkill(this)); CurrentSkill = Skills[3]; ActiveSkills = new List<SkillEffect>(); CurrentItem = 0; }
public void SetCurrentSkill(GeneratorSkill NewSkill) { CurrentSkill = NewSkill; for (var x = 0; x < CurrentRunes.Length; x++) CurrentRunes[x] = ItemID.None; CurrentItem = 0; }