protected static void CEquipShoot(Texture2D s, Cname t, int id, Vector2 p, List <Sprite> sprt) { EquipShoot.ctime += Time.Stop; switch (t) { case Cname.REIMU: if (id != 0) { break; } EquipShoot.H_AMULET(s, p, sprt); break; case Cname.MARISA: if (id != 0) { break; } EquipShoot.D_TORPEDO(s, p, sprt); break; case Cname.SANAE: if (id != 0) { break; } EquipShoot.S_BOMB(s, p, sprt); break; } }
protected static void BEquipShoot(Texture2D s, Cname t, int id, Vector2 p) { EquipShoot.btime += Time.Stop; if (id != 0) { return; } EquipShoot.NORMAL(s, t, p); }
public void Update( Boss b, EnemyManager em, Cname t, int id_i, int l, Vector2 pos, bool Ban) { this.player = pos; if (id_i != this.id || l != this.level) { this.Reinit(); } this.level = l; this.id = id_i; switch (t) { case Cname.REIMU: if (this.id == 0) { this.H_AMULET(l, pos, Ban); break; } break; case Cname.MARISA: if (this.id == 0) { this.D_TORPEDO(l, pos, Ban); break; } break; case Cname.SANAE: if (this.id == 0) { this.S_BOMB(l, pos, Ban); break; } break; default: if (this.id == 0) { this.EM_BLAST(b, em, l, pos, Ban); break; } break; } if (!Ban && (Main.IsKeyDown(Keys.Z) || !Main.Replay && PadState.IsKeyDown(JOYKEYS.Confirm))) { EquipShoot.CEquipShoot(this.tex, t, this.id, pos, this.sprites); } this.time += Time.Stop; }
public void Init() { this.time2 = 0.0f; this.Reinit(); EquipShoot.Init(); }