public DamageOnImpactComponent(Item parent, float damage, Environment environment, float minFlinch, float maxFlinch) : base(parent, "DamageOnImpactComponent") { this.damage = damage; this.environment = environment; this.minFlinch = minFlinch; this.maxFlinch = maxFlinch; }
/// <summary> /// Removes an item from the world. Also takes care of physics removal. /// </summary> /// <param name="item">The item to remove</param> public void Remove(Item item) { Items.Remove(item); entityManager.RemoveEntity(item); physics.RemovePhysicsEntity(item.GetBox()); }
/// <summary> /// Adds an item to the item manager. Takes care of setting the item up for the physics engine and game environment /// </summary> /// <param name="item"></param> public void Add(Item item) { Items.Add(item); entityManager.AddEntity(item); physics.AddPhysicsEntity(item.GetBox()); }
public SelfDestructOnImpactComponent(Item parent, Environment environment, bool destructOnArenaImpact) : base(parent, "DestroyItemOnCharacterImpactComponent") { this.environment = environment; this.destructOnArenaImpact = destructOnArenaImpact; }
public void Remove(Item item) { itemManager.Remove(item); }
public void AddItem(Item item) { itemManager.Add(item); }
public SelfDestructAfterTimeComponent(Item parent, Environment environment, int msTillSelfDestruct) : base(parent, "SelfDestructAfterTimeComponent") { this.environment = environment; this.msTillSelfDestruct = msTillSelfDestruct; }