Inheritance: NetworkBehaviour
Example #1
0
        public void Reset()
        {
            state       = State.standing;
            shooting    = false;
            location.X  = originalLocation.X;
            location.Y  = originalLocation.Y - drawRect.Height;
            netMovement = new Rectangle(0, 0, 0, 0);

            isAlive     = false;
            direction   = SpriteEffects.None;
            health      = Constant.MAX_HEALTH;
            killTime    = 0;
            powerUp     = null;
            madePowerUp = false;

            poseFrame      = 0;
            poseTime       = 0;
            poseAnimateDir = 1;

            Guid guid = Guid.NewGuid();

            uniqueID = guid.ToString();

            SubReset();
        }
Example #2
0
        public AbstractPickup GetPowerUp()
        {
            AbstractPickup p = powerUp;

            powerUp = null;
            return(p);
        }
Example #3
0
        public void Update(Rioman player, AbstractBullet[] rioBullets, double deltaTime, Viewport viewport)
        {
            if (isAlive)
            {
                StatusBar.SetBossHealth(health);

                SubUpdate(player, rioBullets, deltaTime, viewport);
                CheckHit(player, rioBullets);
            }

            if (!isAlive && health <= 0)
            {
                StatusBar.SetBossHealth(health);

                killTime += deltaTime;

                if (killTime > 5 && !madePowerUp)
                {
                    madePowerUp = true;
                    powerUp     = new PowerUp(type - 9,
                                              originalLocation.X + netMovement.X,
                                              originalLocation.Y + netMovement.Y);
                }

                if (wasAlive)
                {
                    Audio.PlayKillBoss();
                }
            }


            wasAlive = isAlive;
        }
    public bool storePickup(AbstractPickup pickup)
    {
        for (int i = 0; i < pickups.Length; i++)
        {
            if(pickups[i] == null) //if the slot is empty
            {
                //store the pickup in the slot and stop looking for a slot to store it
                pickups[i] = pickup;
                return true; //successfully stored the pickup
            }
        }

        return false; //if it reached here, it means no slot was free, so it could not be stored!
    }
    public bool storePickup(AbstractPickup pickup)
    {
        for (int i = 0; i < pickups.Length; i++)
        {
            if (pickups[i] == null) //if the slot is empty
            {
                //store the pickup in the slot and stop looking for a slot to store it
                pickups[i] = pickup;
                return(true); //successfully stored the pickup
            }
        }

        return(false); //if it reached here, it means no slot was free, so it could not be stored!
    }
Example #6
0
        protected virtual void OnTriggerEnter(Collider other)
        {
            GameObject go = GameObjectUtilities.GetGameObject(other);

            if (go.CompareTag("Pickup"))
            {
                AbstractPickup pickup = go.GetComponent <AbstractPickup>();
                if (null == pickup)
                {
                    return;
                }
                pickup.ExecutePickup(this);
                Destroy(go);
            }
        }
Example #7
0
 public PickupReference(AbstractPickup abstractPickup)
 {
     Effect   = abstractPickup;
     TimeLeft = Effect.EffectTime;
 }