public void UnRegisterPickup(TankDefs.BulletType bulletType, BaseBulletPickup pickupBehaviour) { switch (bulletType) { case TankDefs.BulletType.LonglivingShot: LonglivingShotPickup lsp = pickupBehaviour.GetComponent <LonglivingShotPickup>(); if (lsp != null && longlivingShotPickupsSpawned.Contains(lsp)) { longlivingShotPickupsSpawned.Remove(lsp); } break; case TankDefs.BulletType.Minigun: MinigunPickup mp = pickupBehaviour.GetComponent <MinigunPickup>(); if (mp != null && minigunPickupsSpawned.Contains(mp)) { minigunPickupsSpawned.Remove(mp); } break; case TankDefs.BulletType.Shotgun: ShotgunPickup sp = pickupBehaviour.GetComponent <ShotgunPickup>(); if (sp != null && shotgunPickupsSpawned.Contains(sp)) { shotgunPickupsSpawned.Remove(sp); } break; case TankDefs.BulletType.Shield: ShieldPickup slp = pickupBehaviour.GetComponent <ShieldPickup>(); if (slp != null && shieldPickupsSpawned.Contains(slp)) { shieldPickupsSpawned.Remove(slp); } break; } }
public Player(int x, int y, char Symbol, Team TeamNumber, bool autoAim, Game g) : base(x, y, TeamNumber, g) { CurrentState = new IdleState(this); KeyBindings = new Dictionary <Keys, PlayerState>(); IsFiring = true; //always in fire-Mode TemporarilyDead = false; RespawnTime = 300; CurrentRespawnCycleTime = RespawnTime; //Shielded = true; //give him a shield as a starting bonus CurrentPickup = new ShieldPickup(0, 0, TheGame); //player is a bit faster than the others speed = 4; //and has the best weapon from the start CurrentWeapon = new Wings(TheGame, this);//Flamethrower(TheGame, this); this.autoAim = autoAim; this.Symbol = Symbol; }
public override void move() { if (!TemporarilyDead) { if (CurrentPickup != null) { //change "State" of the Pickup, to implement single use, cooldown and so on CurrentPickup = CurrentPickup.interactWithFighter(this); } CurrentState.move(); } else { if (CurrentRespawnCycleTime-- < 0) { CurrentRespawnCycleTime = RespawnTime; TemporarilyDead = false; IsFiring = true; CurrentPickup = new ShieldPickup(0, 0, TheGame); HP = 100; } CurrentState.move(); } }