public Worker(Point2D position, ref VirtualIntelligence Master, ref IMoveUnitStats WorkerStats) : base(position, ref Master, ref WorkerStats)
 {
     _goingToResource = true;
     _unitStats       = (RTS.WorkerStats)WorkerStats;
     _target          = _masterRef.TheMap.FindResource(_masterRef, position);
     NewPath(_target.Position);
 }
 public MoveUnit(Point2D position, ref VirtualIntelligence Master, ref IMoveUnitStats Stats) : base(Stats.Image, position, ref Master, Stats.MaxHealth)
 {
     _currentTimer     = 1f;
     _currentMovePoint = position;
     _increaseRate     = Stats.Speed / GameMain.CalculationsPerSecond;
     _stats            = Stats;
     GameMain.DrawList.Add(this);
     GameMain.MoveUnitList.Add(this);
     GameMain.MoveUnitProcessList.Add(this);
     xChange = 0f;
     yChange = 0f;
 }
        private BuildingStats CreateBuildingStats(string imageName, string BitmapName, IMoveUnitStats UnitToGenerate, float CreationTime, int buildingHealth)
        {
            BuildingStats NewBuilding = new BuildingStats();

            NewBuilding.image = VisibleUnit.AddBitmap(imageName, BitmapName);

            NewBuilding.SetToSpawn(UnitToGenerate);
            NewBuilding.CreationTime = CreationTime;
            NewBuilding.health       = buildingHealth;
            return(NewBuilding);
        }
Exemple #4
0
 public void SetToSpawn(IMoveUnitStats stats)
 {
     ToSpawn = stats;
 }
 public Aggressive(Point2D position, ref VirtualIntelligence Master, ref IMoveUnitStats AggressiveStats) : base(position, ref Master, ref AggressiveStats)
 {
     _listener  = new DeathListener(diaog);
     _unitStats = (AggressiveMoveUnitStats)AggressiveStats;
 }