public JungleCamp(String name, GameObjectTeam team, int campId, int spawnTime, int respawnTime, Utility.Map.MapType mapType, Vector3 mapPosition, Vector3 minimapPosition, JungleMob[] creeps) { Name = name; Team = team; CampId = campId; SpawnTime = spawnTime; RespawnTime = respawnTime; MapType = mapType; MapPosition = mapPosition; MinimapPosition = minimapPosition; Creeps = creeps; NextRespawnTime = 0; Called = false; }
public JungleCamp(String name, GameObjectTeam team, int campId, int spawnTime, int respawnTime, Utility.Map.MapType mapType, Vector3 mapPosition, Vector3 minimapPosition, JungleMob[] creeps) { Name = name; Team = team; CampId = campId; SpawnTime = spawnTime; RespawnTime = respawnTime; MapType = mapType; MapPosition = mapPosition; MinimapPosition = minimapPosition; Creeps = creeps; NextRespawnTime = 0; Called = false; Dead = false; Visible = false; TextMinimap = new Render.Text(0, 0, "", Timer.Timers.GetMenuItem("SAssembliesTimersTextScale").GetValue<Slider>().Value, new ColorBGRA(Color4.White)); Timer.Timers.GetMenuItem("SAssembliesTimersTextScale").ValueChanged += JungleCamp_ValueChanged; TextMinimap.TextUpdate = delegate { return (NextRespawnTime - (int)Game.ClockTime).ToString(); }; TextMinimap.PositionUpdate = delegate { Vector2 sPos = Drawing.WorldToMinimap(MinimapPosition); return new Vector2(sPos.X, sPos.Y); }; TextMinimap.VisibleCondition = sender => { return IsActive() && NextRespawnTime > 0 && MapType == GMap.Type; }; TextMinimap.OutLined = true; TextMinimap.Centered = true; TextMinimap.Add(); TextMap = new Render.Text(0, 0, "", (int)(Timer.Timers.GetMenuItem("SAssembliesTimersTextScale").GetValue<Slider>().Value * 3.5), new ColorBGRA(Color4.White)); TextMap.TextUpdate = delegate { return (NextRespawnTime - (int)Game.ClockTime).ToString(); }; TextMap.PositionUpdate = delegate { Vector2 sPos = Drawing.WorldToScreen(MapPosition); return new Vector2(sPos.X, sPos.Y); }; TextMap.VisibleCondition = sender => { return IsActive() && NextRespawnTime > 0 && MapType == GMap.Type; }; TextMap.OutLined = true; TextMap.Centered = true; TextMap.Add(); }