public static void ApplyLlamaGunPowerup(Player player, Vehicle vehicle, LlamaGunPowerup powerup) { foreach (Weapon weapon in vehicle.Weapons) { if (weapon is LlamaGun) { return; } } player.HasLlama = true; vehicle.Weapons.Add(new LlamaGun(player.simulator)); }
public static void ApplyPowerup(Player player, Vehicle vehicle, Powerup powerup) { if (powerup is RateOfFirePowerup) { Player.ApplyRateOfFirePowerup(vehicle, powerup as RateOfFirePowerup); } else if (powerup is MaxHealthPowerup) { Player.ApplyMaxHealthPowerup(vehicle, powerup as MaxHealthPowerup); } else if (powerup is HealthPowerup) { Player.ApplyHealthPowerup(vehicle, powerup as HealthPowerup); } else if (powerup is UziPowerup && player != null) { Player.ApplyUziPowerup(player, vehicle, powerup as UziPowerup); } else if (powerup is LlamaGunPowerup && player != null) { Player.ApplyLlamaGunPowerup(player, vehicle, powerup as LlamaGunPowerup); } else if (powerup is DamagePowerup) { Player.ApplyDamageBonusPowerup(vehicle, powerup as DamagePowerup); } else if (powerup is AccuracyPowerup) { Player.ApplyAccuracyPowerup(vehicle, powerup as AccuracyPowerup); } else if (powerup is BurstPowerup) { Player.ApplyBurstPowerup(vehicle, powerup as BurstPowerup); } }
public static void ApplyPowerup(Player player, List<Vehicle> vehicles, Powerup powerup) { foreach (Vehicle vehicle in vehicles) { Player.ApplyPowerup(player, vehicle, powerup); } }
public static void ApplyUziPowerup(Player player, Vehicle vehicle, UziPowerup powerup) { foreach (Weapon weapon in vehicle.Weapons) { if (weapon is Uzi) { return; } } player.HasUzi = true; vehicle.Weapons.Add(new Uzi(player.simulator)); }