Beispiel #1
0
        /// <summary>
        /// Constructs a new player tank, which also initializes it's inner Object3 class.
        /// </summary>
        /// <param name="_tankModel">Model to load into the tank.</param>
        /// <param name="_attr"></param>
        /// <param name="_pos"></param>
        /// <param name="_alive"></param>
        /// <param name="_angle"></param>
        /// <param name="_id"></param>
        /// <param name="_team"></param>
        public PlayerTank(Model _tankModel,
                          VTankObject.TankAttributes _attr,
                          Vector3 _pos,
                          bool _alive,
                          float _angle,
                          int _id,
                          GameSession.Alliance _team)
            : base(_tankModel, _pos)
        {
            hoverValue      = new HoverTranslation();
            activeUtilities = new List <ActiveUtility>();
            utilities       = new List <Utility>();
            assistList      = new List <int>();
            emitters        = new List <ParticleEmitter>();
            attributes      = _attr;
            position        = _pos;

            if (_attr.model == "Icarus")
            {
                this.Translate(new Vector3(0, 0, 20));
                this.AddEmitters();
            }

            alive                 = _alive;
            Angle                 = _angle;
            ID                    = _id;
            RenderID              = -1;
            TurretRenderID        = -1;
            HealthBarRenderID     = -1;
            Team                  = _team;
            weapon                = WeaponLoader.GetWeapon(attributes.weaponID);
            elapsed               = weapon.Cooldown;
            LastDirectionMovement = VTankObject.Direction.NONE;
            PreviouslyCollidied   = false;
            IsCharging            = false;

            /*AlternateModelTexture = ServiceManager.Resources.Load<Texture2D>(
             *  @"models\tanks\skins\camo-forest");
             */

            if (_attr.name != PlayerManager.LocalPlayerName)
            {
                HealthBar  = new HealthBar(position, attributes.health);
                NameObject = new TextObject();
                NameObject.SetText(attributes.name);
            }

            if (Team == GameSession.Alliance.BLUE)
            {
                meshColor = Color.Blue;
            }
            else if (Team == GameSession.Alliance.RED)
            {
                meshColor = Color.Red;
            }
            else
            {
                meshColor = Toolkit.GetColor(attributes.color);
            }

            SetUpSphereBoundaries();
            ApplyTankSkin();
        }
Beispiel #2
0
        /// <summary>
        /// Constructs a new player tank, which also initializes it's inner Object3 class.
        /// </summary>
        /// <param name="_tankModel">Model to load into the tank.</param>
        /// <param name="_attr"></param>
        /// <param name="_pos"></param>
        /// <param name="_alive"></param>
        /// <param name="_angle"></param>
        /// <param name="_id"></param>
        /// <param name="_team"></param>
        public PlayerTank(Model _tankModel,
                VTankObject.TankAttributes _attr,
                Vector3 _pos,
                bool _alive,
                float _angle,
                int _id,
                GameSession.Alliance _team)
            : base(_tankModel, _pos)
        {
            hoverValue = new HoverTranslation();
            activeUtilities = new List<ActiveUtility>();
            utilities = new List<Utility>();
            assistList = new List<int>();
            emitters = new List<ParticleEmitter>();
            attributes = _attr;
            position = _pos;

            if (_attr.model == "Icarus")
            {
                this.Translate(new Vector3(0, 0, 20));
                this.AddEmitters();
            }

            alive = _alive;
            Angle = _angle;
            ID = _id;
            RenderID = -1;
            TurretRenderID = -1;
            HealthBarRenderID = -1;
            Team = _team;
            weapon = WeaponLoader.GetWeapon(attributes.weaponID);
            elapsed = weapon.Cooldown;
            LastDirectionMovement = VTankObject.Direction.NONE;
            PreviouslyCollidied = false;
            IsCharging = false;
            /*AlternateModelTexture = ServiceManager.Resources.Load<Texture2D>(
                @"models\tanks\skins\camo-forest");
             */

            if (_attr.name != PlayerManager.LocalPlayerName)
            {
                HealthBar = new HealthBar(position, attributes.health);
                NameObject = new TextObject();
                NameObject.SetText(attributes.name);
            }

            if (Team == GameSession.Alliance.BLUE)
            {
                meshColor = Color.Blue;

            }
            else if (Team == GameSession.Alliance.RED)
            {
                meshColor = Color.Red;
            }
            else
            {
                meshColor = Toolkit.GetColor(attributes.color);
            }

            SetUpSphereBoundaries();
            ApplyTankSkin();
        }