public uint CreateSkillAoE(SkillType skill, Position position, int rankP) { SkillAoE skillAoE; Sprite sprite; Collideable collideable; uint eid = Entity.NextEntity(); position.EntityID = eid; switch (skill) { case SkillType.Detnate: skillAoE = new SkillAoE() { EntityID = eid, radius = 1, rank = rankP, }; sprite = new Sprite() { EntityID = eid, SpriteSheet = game.Content.Load <Texture2D>("Spritesheets/BlueBullet"), SpriteBounds = new Rectangle(0, 0, 10, 10), }; position.Radius = 5; break; default: throw new Exception("Not a AoE skill"); } collideable = new Collideable() { EntityID = eid, RoomID = position.RoomID, Bounds = new CircleBounds(position.Center, position.Radius), }; game.SkillAoEComponent.Add(eid, skillAoE); game.PositionComponent.Add(eid, position); game.SpriteComponent.Add(eid, sprite); game.CollisionComponent.Add(eid, collideable); return(eid); }
public uint CreateSkillAoE(SkillType skill, Position position, int rankP) { SkillAoE skillAoE; Sprite sprite; Collideable collideable; uint eid = Entity.NextEntity(); position.EntityID = eid; switch (skill) { case SkillType.Detnate: skillAoE = new SkillAoE() { EntityID = eid, radius = 1, rank = rankP, }; sprite = new Sprite() { EntityID = eid, SpriteSheet = game.Content.Load<Texture2D>("Spritesheets/BlueBullet"), SpriteBounds = new Rectangle(0, 0, 10, 10), }; position.Radius = 5; break; default: throw new Exception("Not a AoE skill"); } collideable = new Collideable() { EntityID = eid, RoomID = position.RoomID, Bounds = new CircleBounds(position.Center, position.Radius), }; game.SkillAoEComponent.Add(eid, skillAoE); game.PositionComponent.Add(eid, position); game.SpriteComponent.Add(eid, sprite); game.CollisionComponent.Add(eid, collideable); return eid; }
public uint CreateSkillAoE(SkillType skill, Position position, int rankP, int radius) { SkillAoE skillAoE; Sprite sprite; Collideable collideable; uint eid = Entity.NextEntity(); position.EntityID = eid; switch (skill) { #region Gargranian AOE Skills #region Detonate case SkillType.ImprovedPsionicSpear: { skillAoE = new SkillAoE() { EntityID = eid, radius = 1, rank = rankP, }; sprite = new Sprite() { EntityID = eid, SpriteSheet = game.Content.Load<Texture2D>("Spritesheets/Weapons/Bullets/BlueBullet"), SpriteBounds = new Rectangle(0, 0, 10, 10), }; position.Radius = radius; break; } #endregion #endregion #region Cultist AOE Skills #region Fear case SkillType.Fear: { skillAoE = new SkillAoE() { EntityID = eid, radius = 1, rank = rankP, }; sprite = new Sprite() { EntityID = eid, SpriteSheet = game.Content.Load<Texture2D>("Spritesheets/Weapons/Bullets/BlueBullet"), SpriteBounds = new Rectangle(0, 0, 10, 10), }; position.Radius = radius; break; } #endregion #region Push case SkillType.Push: { skillAoE = new SkillAoE() { EntityID = eid, radius = 1, rank = rankP, }; sprite = new Sprite() { EntityID = eid, SpriteSheet = game.Content.Load<Texture2D>("Spritesheets/Weapons/Bullets/BlueBullet"), SpriteBounds = new Rectangle(0, 0, 10, 10), }; position.Radius = radius; break; } #endregion #region Malice case SkillType.Malice: { skillAoE = new SkillAoE() { EntityID = eid, radius = 1, rank = rankP, }; sprite = new Sprite() { EntityID = eid, SpriteSheet = game.Content.Load<Texture2D>("Spritesheets/Weapons/Bullets/BlueBullet"), SpriteBounds = new Rectangle(0, 0, 10, 10), }; position.Radius = radius; break; } #endregion #endregion default: throw new Exception("Not a AoE skill"); } collideable = new Collideable() { EntityID = eid, RoomID = position.RoomID, Bounds = new CircleBounds(position.Center, position.Radius), }; game.SkillAoEComponent.Add(eid, skillAoE); game.PositionComponent.Add(eid, position); game.SpriteComponent.Add(eid, sprite); game.CollisionComponent.Add(eid, collideable); return eid; }
public uint CreateSkillAoE(SkillType skill, Position position, int rankP, int radius) { SkillAoE skillAoE; Sprite sprite; Collideable collideable; uint eid = Entity.NextEntity(); position.EntityID = eid; switch (skill) { #region Gargranian AOE Skills #region Detonate case SkillType.ImprovedPsionicSpear: { skillAoE = new SkillAoE() { EntityID = eid, radius = 1, rank = rankP, }; sprite = new Sprite() { EntityID = eid, SpriteSheet = game.Content.Load <Texture2D>("Spritesheets/Weapons/Bullets/BlueBullet"), SpriteBounds = new Rectangle(0, 0, 10, 10), }; position.Radius = radius; break; } #endregion #endregion #region Cultist AOE Skills #region Fear case SkillType.Fear: { skillAoE = new SkillAoE() { EntityID = eid, radius = 1, rank = rankP, }; sprite = new Sprite() { EntityID = eid, SpriteSheet = game.Content.Load <Texture2D>("Spritesheets/Weapons/Bullets/BlueBullet"), SpriteBounds = new Rectangle(0, 0, 10, 10), }; position.Radius = radius; break; } #endregion #region Push case SkillType.Push: { skillAoE = new SkillAoE() { EntityID = eid, radius = 1, rank = rankP, }; sprite = new Sprite() { EntityID = eid, SpriteSheet = game.Content.Load <Texture2D>("Spritesheets/Weapons/Bullets/BlueBullet"), SpriteBounds = new Rectangle(0, 0, 10, 10), }; position.Radius = radius; break; } #endregion #region Malice case SkillType.Malice: { skillAoE = new SkillAoE() { EntityID = eid, radius = 1, rank = rankP, }; sprite = new Sprite() { EntityID = eid, SpriteSheet = game.Content.Load <Texture2D>("Spritesheets/Weapons/Bullets/BlueBullet"), SpriteBounds = new Rectangle(0, 0, 10, 10), }; position.Radius = radius; break; } #endregion #endregion default: throw new Exception("Not a AoE skill"); } collideable = new Collideable() { EntityID = eid, RoomID = position.RoomID, Bounds = new CircleBounds(position.Center, position.Radius), }; game.SkillAoEComponent.Add(eid, skillAoE); game.PositionComponent.Add(eid, position); game.SpriteComponent.Add(eid, sprite); game.CollisionComponent.Add(eid, collideable); return(eid); }