using Fie.Object; namespace Fie.Enemies.HoovesRaces.QueenChrysalis { public class FieQueenChrysalisAnimationContainer : FieEnemiesHoovesRacesAnimationContainer { public enum QueenChrysalisAnimationList { BACK_STEP = 8, AIRRAID_ATTACKING, AIRRAID_FINISHMOVE, AIRRAID_PREPARE, AIRRAID_TO_IDLE, CALL_MINIONS_MIDAIR, CALL_MINIONS_ONGROUND, CRUCIBLE_FLYBY, CRUCIBLE_KICK, DOUBLE_SLASH, DOUBLE_SLASH_MIDAIR, GRAB_BURN, GRAB_FAILED, GRAB_PREBURN, GRAB_START, JUMP_IDLE, JUMP_END, METEOR_SHOWER_IDLE, METEOR_SHOWER_PREPARE, METEOR_SHOWER_TO_IDLE, SHOOT_HORMING, SHOOT_PENETRATION, EMOTION_NORMAL, EMOTION_EYE_CLOSE, MAX_CHANGELING_ALPHA_ANIMATION } public FieQueenChrysalisAnimationContainer() { addAnimationData(8, new FieSkeletonAnimationObject(0, "backstep")); addAnimationData(9, new FieSkeletonAnimationObject(0, "airraid_attacking")); addAnimationData(10, new FieSkeletonAnimationObject(0, "airraid_finishmove")); addAnimationData(11, new FieSkeletonAnimationObject(0, "airraid_prepare")); addAnimationData(12, new FieSkeletonAnimationObject(0, "airraid_to_idle")); addAnimationData(13, new FieSkeletonAnimationObject(0, "call_minions_midair")); addAnimationData(14, new FieSkeletonAnimationObject(0, "call_minions_onground")); addAnimationData(15, new FieSkeletonAnimationObject(0, "crucible_flyby")); addAnimationData(16, new FieSkeletonAnimationObject(0, "crucible_kick")); addAnimationData(17, new FieSkeletonAnimationObject(0, "double_slash")); addAnimationData(18, new FieSkeletonAnimationObject(0, "double_slash_midair")); addAnimationData(19, new FieSkeletonAnimationObject(0, "grab_burn")); addAnimationData(20, new FieSkeletonAnimationObject(0, "grab_failed")); addAnimationData(21, new FieSkeletonAnimationObject(0, "grab_preburn")); addAnimationData(22, new FieSkeletonAnimationObject(0, "grab_start")); addAnimationData(23, new FieSkeletonAnimationObject(0, "jump_idle")); addAnimationData(24, new FieSkeletonAnimationObject(0, "jump_end_shallow")); addAnimationData(25, new FieSkeletonAnimationObject(0, "meteor_shower_idle")); addAnimationData(26, new FieSkeletonAnimationObject(0, "meteor_shower_prepare")); addAnimationData(27, new FieSkeletonAnimationObject(0, "meteor_shower_to_idle")); addAnimationData(28, new FieSkeletonAnimationObject(0, "shoot_horming")); addAnimationData(29, new FieSkeletonAnimationObject(0, "shoot_penetration")); addAnimationData(30, new FieSkeletonAnimationObject(1, "emotion_eye_open")); addAnimationData(31, new FieSkeletonAnimationObject(1, "emotion_eye_close")); } } }