Example #1
0
        /// <summary>
        /// reset members.
        /// initializes the various gauges and states.
        /// </summary>
        protected override void OnReset()
        {
            base.OnReset();

            this.Visible = true;
            this.Enabled = true;

            Life = this.specData.Life;
            this.actionElapsedTime = 0.0f;

            //  Reset the weapon
            CurrentWeapon.Reset();

            //  Add a collision
            if (colLayerEnemyMech != null)
            {
                if (!colLayerEnemyMech.IsContain(Collide))
                {
                    colLayerEnemyMech.AddCollide(Collide);
                }
            }

            //  Add a collision
            if (colLayerAllMech != null)
            {
                if (!colLayerAllMech.IsContain(Collide))
                {
                    colLayerAllMech.AddCollide(Collide);
                }
            }

            //  Initialize start AI
            int indexAi = -1;

            switch (startAi)
            {
            case AIType.Search: indexAi = indexAiSearch; break;

            case AIType.Move: indexAi = indexAiMove; break;

            case AIType.Attack: indexAi = indexAiAttack; break;

            case AIType.TurnLeft: indexAi = indexAiTurnLeft; break;

            case AIType.TurnRight: indexAi = indexAiTurnRight; break;
            }

            AIContext.StartAI(indexAi, startAiTime);
        }