示例#1
0
 protected Character(FightEngine engine)
     : base(engine)
 {
     m_statetype     = StateType.Standing;
     m_playercontrol = PlayerControl.InControl;
     m_movetype      = MoveType.Idle;
     m_physics       = Physics.Standing;
     m_life          = 0;
     Id                 = Engine.GenerateCharacterId();
     DrawOffset         = new Vector2(0, 0);
     PositionFreeze     = false;
     RoundsExisted      = 0;
     m_bind             = new CharacterBind(this);
     m_assertions       = new CharacterAssertions();
     JugglePoints       = 0;
     m_variables        = new CharacterVariables();
     m_clipboard        = new StringBuilder();
     m_currentinput     = PlayerButton.None;
     PushFlag           = false;
     DrawScale          = Vector2.One;
     m_offensiveinfo    = new OffensiveInfo(this);
     m_defensiveinfo    = new DefensiveInfo(this);
     m_updatedanimation = false;
     m_explods          = new Dictionary <int, List <Explod> >();
 }
示例#2
0
		protected Character(FightEngine engine)
			: base(engine)
		{
			m_statetype = StateType.Standing;
			m_playercontrol = PlayerControl.InControl;
			m_movetype = MoveType.Idle;
			m_physics = Physics.Standing;
			m_life = 0;
			m_id = Engine.GenerateCharacterId();
			m_drawoffset = new Vector2(0, 0);
			m_positionfreeze = false;
			m_roundsexisted = 0;
			m_bind = new CharacterBind(this);
			m_assertions = new CharacterAssertions();
			m_jugglepoints = 0;
			m_variables = new CharacterVariables();
			m_clipboard = new StringBuilder();
			m_currentinput = PlayerButton.None;
			m_pushflag = false;
			m_drawscale = Vector2.One;
			m_offensiveinfo = new OffensiveInfo(this);
			m_defensiveinfo = new DefensiveInfo(this);
			m_updatedanimation = false;
			m_explods = new Dictionary<Int32, List<Explod>>();
		}