public override void TakeOff(Player player) { if (player.ClothesList[2] != null) { CharacterAffect.decreaseMoveSpeed(player, 4); player.ClothesList[2] = null; } }
public override void TakeOff(Player player) { if (player.ClothesList[0] != null) { CharacterAffect.decreaseDamages(player, bonus); player.ClothesList[0] = null; } }
/// <summary> /// Transfère les données du message vers un joueur /// </summary> /// <param name="p">Le joueur concerné</param> public void TransferDataToPlayer(Player p) { p.Health = Health; p.MaxHealth = MaxHealth; p.currentRow = Row; p.currentColumn = Column; p.MouseRotationAngle = MouseRotationAngle; p.CO = CO; p.MoveSpeed = MoveSpeed; Vector2 pos = new Vector2(PosX, PosY); p.Position = pos; p.Pseudo = Pseudo; if (p.weapon.Name != PlayerWeapon && PlayerWeapon != null) { CharacterAffect.WeaponChange(p, Weapon.WeaponDictionnary[PlayerWeapon]); } }
/// <summary> /// assignation de l'arme aleatoire au joueur /// </summary> /// <param name="player"></param> public override void interract(Player player) { CharacterAffect.WeaponChange(player, randomWeapon); GamePage.PicList.Remove(weaponPic); GamePage.BonusList.Remove(this); }
public override void interract(Player player) { CharacterAffect.increaseMoveSpeed(player, 4); player.ClothesList[2] = this; }
public override void interract(Player player) { player.ClothesList[0].TakeOff(player); CharacterAffect.increaseDamages(player, bonus); }