public DefenseAnimation(PawnModelComponent targetUnit, MasterSound masterSound) : base(targetUnit) { _masterSound = masterSound; foreach (Transform childTransform in targetUnit.transform) { if (childTransform.name.Equals("UnitSprite")) //todo TL3 { _renderer = (childTransform.GetComponent <SpriteRenderer>()); } } _startTime = Time.time; }
public Monsters(ContentManager _content, string _monsterTextureName, int _windowWidth, int _windowHeight) { content = _content; monsterTextureName = _monsterTextureName; windowWidth = _windowWidth; windowHeight = _windowHeight; initMonsters(); monstersMovment = new MonstersMovment(monsters, 800, 10); monstersMovment.StartMovment(); monsterGotHitSounds = new MasterSound(_content, Sounds.MONSTER_WAS_HIT); }
public Gun(ContentManager content, string textureName, string arrowTextureName, Point startLoc, Size spaceshipSize, int speed, int winHeight, int winWidth) : base(content, textureName, startLoc, speed, winHeight, winWidth) { this.content = content; this.arrowTextureName = arrowTextureName; this.ArrowList = new List <Arrow>(); orignalLocation = new Point(location.X, location.Y); SpaceshipSize = spaceshipSize; fpsTimer = new FpsTimer(30); fpsTimer.TheFunctionToRun = ShootingAnimation; fpsTimer.StartTimer(); gunShotSound = new MasterSound(content, Sounds.GUN_SHOT); }
public WindMagicUsageAnimation(GameObject tile, CameraShake shake, MasterSound masterSound) { _tile = tile; _shake = shake; _masterSound = masterSound; }
public MagicUsage(MagicType type, MyHexPosition position, GameCourseModel model, MyPlayer player, CameraShake cameraShake, MasterSound masterSound) { _type = type; _position = position; _player = player; _model = model; _magicUsageEnded = false; if (type == MagicType.Earth) //todo ugly, should not be if, rather should be polymorphism { _animation = new EarthMagicUsageAnimation(model.GetTileAt(position).gameObject, cameraShake, masterSound); } else { _animation = new WindMagicUsageAnimation(model.GetTileAt(position).gameObject, cameraShake, masterSound); } _animation.StartAnimation(); }
public IAnimation EngagementAnimation(GameCourseModel courseMode, MasterSound sound, PawnModelComponent active, PawnModelComponent passive) => _effectUsageAnimationGenerator(courseMode, sound, active, passive);