} // Carrier public override void Update(GameTime gameTime) { if (Fighters.Count < FighterHangar) { FighterBuildTime -= (float)gameTime.ElapsedGameTime.TotalMilliseconds; if (FighterBuildTime <= 0) { var newFighter = GameplayState.UnitManager.SpawnShip(ShipType.Fighter, Position + new Vector2(WorldData.RNG.Next(-50, 50), WorldData.RNG.Next(-50, 50)), this); newFighter.IsSelectable = false; Fighters.Add((Fighter)newFighter); FighterBuildTime = FighterData.BuildTime; } } if (Bombers.Count < BomberHangar) { BomberBuildTime -= (float)gameTime.ElapsedGameTime.TotalMilliseconds; if (BomberBuildTime <= 0) { var newBomber = GameplayState.UnitManager.SpawnShip(ShipType.Bomber, Position + new Vector2(WorldData.RNG.Next(-50, 50), WorldData.RNG.Next(-50, 50)), this); newBomber.IsSelectable = false; Bombers.Add((Bomber)newBomber); BomberBuildTime = BomberData.BuildTime; } } AIHelper.BigWarshipAI(this, gameTime); base.Update(gameTime); } // Update
public override void Update(GameTime gameTime) { AIHelper.BigWarshipAI(this, gameTime); base.Update(gameTime); }