Exemple #1
0
 /// <summary>
 /// Specific Constructor
 /// </summary>
 /// <param name="weaponCondition">The condition of the weapon.</param>
 /// <param name="meleeCommand">Command for melee attacks with weapon.</param>
 protected Weapon(
     IWeaponCondition weaponCondition,
     ICommand meleeCommand)
 {
     WeaponCondition = weaponCondition;
     MeleeCommand    = meleeCommand;
     LastMelee       = DateTime.MinValue;
 }
Exemple #2
0
 /// <summary>
 /// Specific Constructor
 /// </summary>
 /// <param name="weaponCondition">The condition of the weapon.</param>
 /// <param name="meleeCommand">Command for melee attacks with weapon.</param>
 protected Weapon(
     IWeaponCondition weaponCondition,
     ICommand meleeCommand)
 {
     WeaponCondition = weaponCondition;
     MeleeCommand = meleeCommand;
     LastMelee = DateTime.MinValue;
 }
Exemple #3
0
 /// <summary>
 /// Specific Constructor
 /// </summary>
 /// <param name="weaponCondition">The condition of the weapon.</param>
 /// <param name="meleeCommand">Command for melee attacks with weapon.</param>
 /// <param name="shootCommand">The rate of shoot attacks allowed with the weapon.</param>
 /// <param name="emptyGunFireCommand">Command for when attempting to shoot with empty weapon.</param>
 /// <param name="ammunitionContainer">Container to hold ammunition for the weapon.</param>
 protected Gun(
     IWeaponCondition weaponCondition,
     ICommand meleeCommand,
     ICommand shootCommand,
     ICommand emptyGunFireCommand,
     IAmmunitionContainer ammunitionContainer) :
     base(
         weaponCondition,
         meleeCommand)
 {
     ShootCommand        = shootCommand;
     EmptyGunFireCommand = emptyGunFireCommand;
     AmmunitionContainer = ammunitionContainer;
     LastShot            = DateTime.MinValue;
 }
Exemple #4
0
 /// <summary>
 /// Specific Constructor
 /// </summary>
 /// <param name="weaponCondition">The condition of the weapon.</param>
 /// <param name="meleeCommand">Command for melee attacks with weapon.</param>
 /// <param name="shootCommand">The rate of shoot attacks allowed with the weapon.</param>
 /// <param name="emptyGunFireCommand">Command for when attempting to shoot with empty weapon.</param>
 /// <param name="ammunitionContainer">Container to hold ammunition for the weapon.</param>
 /// <param name="isBurstFireEngaged">If burst fire is currently engaged on the weapon.</param>
 public M16(
     IWeaponCondition weaponCondition,
     ICommand meleeCommand,
     ICommand shootCommand,
     ICommand emptyGunFireCommand,
     IAmmunitionContainer ammunitionContainer,
     bool isBurstFireEngaged)
     : base(weaponCondition,
             meleeCommand,
             shootCommand,
             emptyGunFireCommand,
             ammunitionContainer)
 {
     IsBurstFireEngaged = isBurstFireEngaged;
 }
Exemple #5
0
 /// <summary>
 /// Specific Constructor
 /// </summary>
 /// <param name="weaponCondition">The condition of the weapon.</param>
 /// <param name="meleeCommand">Command for melee attacks with weapon.</param>
 /// <param name="shootCommand">The rate of shoot attacks allowed with the weapon.</param>
 /// <param name="emptyGunFireCommand">Command for when attempting to shoot with empty weapon.</param>
 /// <param name="ammunitionContainer">Container to hold ammunition for the weapon.</param>
 /// <param name="isBurstFireEngaged">If burst fire is currently engaged on the weapon.</param>
 public M16(
     IWeaponCondition weaponCondition,
     ICommand meleeCommand,
     ICommand shootCommand,
     ICommand emptyGunFireCommand,
     IAmmunitionContainer ammunitionContainer,
     bool isBurstFireEngaged) :
     base(
         weaponCondition,
         meleeCommand,
         shootCommand,
         emptyGunFireCommand,
         ammunitionContainer)
 {
     IsBurstFireEngaged = isBurstFireEngaged;
 }