public LightArtillary(Vector2 Position, Vector2 Home, float rotation = 0, int team = 0) : base(Position, Home, rotation, team) { entityID = 5; maxHealth = health = 40; turret = new SmallArtillaryTurret(this, new Vector2(0, -4), rotation - (float)Math.PI / 2); turret.UpdateRelativePosition(); }
public MediumArtillary(Vector2 Position, Vector2 Home, float rotation = 0, int team = 0) : base(Position, Home, rotation, team) { entityID = 19; maxHealth = health = 160; turrets[0] = new SmallArtillaryTurret(this, new Vector2(-12, 7), rotation + (float)Math.PI / 2); turrets[1] = new SmallArtillaryTurret(this, new Vector2(12, 7), rotation + (float)Math.PI / 2); turrets[2] = new MediumArtillaryTurret(this, new Vector2(0, -10), rotation + (float)Math.PI / 2); for (int i = 0; i < 3; i++) { turrets[i].UpdateRelativePosition(); } }
public BombardmentArtillary(Vector2 Position, Vector2 Home, float rotation = 0, int team = 0) : base(Position, Home, rotation, team) { entityID = 37; maxHealth = health = 300; turrets[0] = new SmallArtillaryTurret(this, new Vector2(-16, 16), rotation + (float)Math.PI / 2); turrets[1] = new SmallArtillaryTurret(this, new Vector2(-20, 2), rotation + (float)Math.PI / 2); turrets[2] = new SmallArtillaryTurret(this, new Vector2(-17, -8), rotation + (float)Math.PI / 2); turrets[5] = new SmallArtillaryTurret(this, new Vector2(16, 16), rotation + (float)Math.PI / 2); turrets[4] = new SmallArtillaryTurret(this, new Vector2(20, 2), rotation + (float)Math.PI / 2); turrets[3] = new SmallArtillaryTurret(this, new Vector2(17, -8), rotation + (float)Math.PI / 2); turrets[6] = new MediumArtillaryTurret(this, new Vector2(-14, -17), rotation + (float)Math.PI / 2); turrets[7] = new MediumArtillaryTurret(this, new Vector2(0, -21), rotation + (float)Math.PI / 2); turrets[8] = new MediumArtillaryTurret(this, new Vector2(14, -17), rotation + (float)Math.PI / 2); foreach (Turret turret in turrets) { turret.UpdateRelativePosition(); } }