using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace SpriteLibrary
{
///
/// The SpritePayload is a stub of a class, for storing user-defined data and functions along with a sprite.
///
///
/// Basically, you want to "override" this class. You do this by making your
/// own class that looks something like:
///
/// public class TankPayload : SpritePayload
/// {
/// public int Armor = 20;
/// public int FireTime = 100;
/// }
///
/// And then you add that to your sprite:
/// TankSprite.Payload = new TankPayload();
/// If there is no payload, then the payload
/// property is null. If you have multiple types of SpritePayloads, you may need to do something like:
///
/// if(TankSprite.payload != null and TankSprite.payload is TankPayload)
/// {
/// TankPayload tPayload = (TankPayload)TankSprite.payload; tPayload.Armor--;
/// }
///
///
public class SpritePayload
{
}
}