Hey my friends! It's me again!
The above problem was solved and I successfully could decouple the Sprite from my GameObject.
Now I have a new problem which lets me thing about if I should couple Sprite to the GameObject again.
We want to have a collision check. Since Sprite Draw Position is actually temporarily because of the way I used states (see above) and its Transform - The Sprite Position is never updated with the GameObjects Position. The Drawing works well but collision checks will be wasted.
I could do the following after Sprite is coupled to the GameObject:
_sprite.Position = _player.Position;
I don't like that because I'd have to couple stuff.
What I tried should work but it doesn't. I think I just use the method the wrong way.
My Approach:Since I multiplied the GameObject's Transform (this) to the states - states now holds the Position for the GameObject:
The next call is the Draw Method within the Render-Class (which owns the Sprite object)
Why I've chosen the Combine-Method here? Because the Doc tells me it works like multiplie (which I used in the GameObject-Class above) and I can't "combine" it otherwise because the Sprite's Transform is immutable)
Sadly _sprite.Position did not changed as you can see in this debug (Breakpoint active @ 100 iterations of Draw-Method)
I hope I provided you guys with enough information about the problem!
I'd really like to keep things decoupled but still changing the _sprite.Position.
Thanks for any help in advance
Charlie