public ObjectiveBaseTurret(Vector2 position, ObjectiveInhibitor inhib1, ObjectiveInhibitor inhib2, ObjectiveInhibitor inhib3)
     : base(position)
 {
     Object = ObjectManager.Get<Obj_AI_Turret>().FirstOrDefault(tower => Math.Abs(tower.Position.X - position.X) < ObjectiveOuterTurret.EstimatedPositionRange && Math.Abs(tower.Position.Y - position.Y) < ObjectiveOuterTurret.EstimatedPositionRange);
     _inhib1 = inhib1;
     _inhib2 = inhib2;
     _inhib3 = inhib3;
     RequireAll = false;
     RequiredObjectives.Add(inhib1);
     RequiredObjectives.Add(inhib2);
     RequiredObjectives.Add(inhib3);
 }
 public ObjectiveBaseTurret(Vector2 position, ObjectiveInhibitor inhib1, ObjectiveInhibitor inhib2, ObjectiveInhibitor inhib3)
     : base(position)
 {
     Object     = ObjectManager.Get <Obj_AI_Turret>().FirstOrDefault(tower => Math.Abs(tower.Position.X - position.X) < ObjectiveOuterTurret.EstimatedPositionRange && Math.Abs(tower.Position.Y - position.Y) < ObjectiveOuterTurret.EstimatedPositionRange);
     _inhib1    = inhib1;
     _inhib2    = inhib2;
     _inhib3    = inhib3;
     RequireAll = false;
     RequiredObjectives.Add(inhib1);
     RequiredObjectives.Add(inhib2);
     RequiredObjectives.Add(inhib3);
 }
Beispiel #3
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 public InhibitorTracker(ObjectiveInhibitor[] inhib)
 {
     _inhib = inhib;
     RespawnTime = new float[inhib.Length];
     Game.OnUpdate += Game_OnUpdate;
 }