Example #1
0
 public Camp(string name,
             float spawnTime,
             int respawnTimer,
             Vector3 position,
             List <Mob> mobs,
             Utility.Map.MapType mapType,
             GameObjectTeam team,
             Color colour,
             Timers timer,
             bool isRanged         = false,
             bool isDead           = false,
             int state             = 0,
             int respawnTime       = 0,
             int lastChangeOnState = 0,
             bool shouldping       = true,
             int lastPing          = 0)
 {
     Name              = name;
     IsDead            = isDead;
     SpawnTime         = spawnTime;
     RespawnTimer      = respawnTimer;
     Position          = position;
     ScreenPosition    = Drawing.WorldToScreen(Position);
     MinimapPosition   = Drawing.WorldToMinimap(Position);
     Mobs              = mobs;
     MapType           = mapType;
     Team              = team;
     Colour            = colour;
     IsRanged          = isRanged;
     State             = state;
     RespawnTime       = respawnTime;
     LastChangeOnState = lastChangeOnState;
     Timer             = timer;
     ShouldPing        = shouldping;
     LastPing          = lastPing;
 }
Example #2
0
 public Camp(string name,
     float spawnTime,
     int respawnTimer,
     Vector3 position,
     List<Mob> mobs,
     Utility.Map.MapType mapType,
     GameObjectTeam team,
     Color colour,
     Timers timer,
     bool isRanged = false,
     bool isDead = false,
     int state = 0,
     int respawnTime = 0,
     int lastChangeOnState = 0,
     bool shouldping = true,
     int lastPing = 0)
 {
     Name = name;
     IsDead = isDead;
     SpawnTime = spawnTime;
     RespawnTimer = respawnTimer;
     Position = position;
     ScreenPosition = Drawing.WorldToScreen(Position);
     MinimapPosition = Drawing.WorldToMinimap(Position);
     Mobs = mobs;
     MapType = mapType;
     Team = team;
     Colour = colour;
     IsRanged = isRanged;
     State = state;
     RespawnTime = respawnTime;
     LastChangeOnState = lastChangeOnState;
     Timer = timer;
     ShouldPing = shouldping;
     LastPing = lastPing;
 }