// Use this for initialization void Start() { WeaponDisplays[0].GetComponent <Button>().interactable = false; WeaponDisplays[1].GetComponent <Button>().interactable = false; WeaponDisplays[2].GetComponent <Button>().interactable = false; WeaponDisplays[3].GetComponent <Button>().interactable = false; //initialize weapons weapons[0] = new PlasmaCannon(); weapons[1] = new EmptyWeapon(); weapons[2] = new SlowCannon(); weapons[3] = new EmptyWeapon(); WeaponDisplays[0].transform.GetChild(1).GetComponent <Text>().text = "[" + weapons[0].name + "]"; weaponPressed[0] = false; WeaponDisplays[1].transform.GetChild(1).GetComponent <Text>().text = "[" + weapons[1].name + "]"; weaponPressed[1] = false; WeaponDisplays[2].transform.GetChild(1).GetComponent <Text>().text = "[" + weapons[2].name + "]"; weaponPressed[2] = false; WeaponDisplays[3].transform.GetChild(1).GetComponent <Text>().text = "[" + weapons[3].name + "]"; weaponPressed[3] = false; }
protected Weapon _createWeapon(Ship s, ProjectileManager projectileManager, WeaponTypes type, byte slot) { Weapon retWeap = null; switch (type) { case WeaponTypes.Laser: retWeap = new Laser(projectileManager, s, slot); break; case WeaponTypes.NaniteLauncher: retWeap = new NaniteLauncher(projectileManager, s, slot); break; case WeaponTypes.None: retWeap = new NullWeapon(s); break; case WeaponTypes.BC_Laser: retWeap = new BC_Laser(projectileManager, s, slot); break; case WeaponTypes.LaserWave: retWeap = new LaserWave(projectileManager, s, slot); break; case WeaponTypes.PlasmaCannon: retWeap = new PlasmaCannon(projectileManager, s, slot); break; case WeaponTypes.HurrDurr: retWeap = new HurrDurr(projectileManager, s, slot); break; case WeaponTypes.AltLaser: retWeap = new AltLaser(projectileManager, s, slot); break; case WeaponTypes.MissileLauncher: retWeap = new MissileLauncher(projectileManager, ProjectileTypes.AmbassadorMissile, s, slot); break; case WeaponTypes.GravBomber: retWeap = new GravBomber(projectileManager, s, slot); break; default: ConsoleManager.WriteLine("Error: Invalid weapon type passed to ClientShipManager", ConsoleMessageType.Error); retWeap = new NullWeapon(s); break; } return(retWeap); }
public CannonFodder(TextureManager textureManager, EffectsManager effectsManager, BulletManager bulletManager, PlayerCharacter playerCharacter) : base(effectsManager, playerCharacter) { _sprite.Texture = textureManager.Get("enemy_ship"); _sprite.SetRotation(Math.PI); _sprite.SetPosition(200, 0); _weapon = new PlasmaCannon(textureManager, bulletManager); Health = InitHealth; Value = 100; }
public Boss(TextureManager textureManager, EffectsManager effectsManager, BulletManager bulletManager, PlayerCharacter playerCharacter) : base(effectsManager, playerCharacter) { Scale = 0.9; _sprite.Texture = textureManager.Get("boss"); _sprite.SetScale(Scale, Scale); _sprite.SetRotation(Math.PI); _sprite.SetPosition(200, 0); _weapon = new PlasmaCannon(textureManager, bulletManager); Health = InitHealth; Value = 500; }
void Start() { syncFlip = GetComponent <SyncFlip>(); syncFlip.player = this; StartCoroutine("nameFix"); animator = GetComponent <AnimationManager>(); CameraExpander cam = GameObject.Find("Main Camera").GetComponent <CameraExpander>(); cam.UpdatePlayers(); if (!isLocalPlayer && !isAI) { return; } controller = GetComponent <Controller2D>(); pistol = GetComponent <Pistol>(); shotgun = GetComponent <Shotgun>(); plasmaCannon = GetComponent <PlasmaCannon>(); dropShotgun = Resources.Load("DropShotgun") as GameObject; dropCannon = Resources.Load("DropCannon") as GameObject; jump = 0; gravity = (2 * maxJumpHeight) / Mathf.Pow(timeToJumpApex, 2); maxJumpVelocity = Mathf.Abs(gravity) * timeToJumpApex; minJumpVelocity = Mathf.Sqrt(2 * Mathf.Abs(gravity) * minJumpHeight); movementAxis = new Vector2(0, 0); buttonPressedJump = false; buttonHeldJump = false; buttonReleasedJump = false; buttonPressedShoot = false; buttonHeldShoot = false; buttonReleasedShoot = true; buttonPressedAction = false; buttonPressedReload = false; buttonPressedReturn = false; currentPlatform = null; currentPosition = 2; }
void LuoAseValikko() { // Asevalikko Inventory inventory = new Inventory(); inventory.Y = Screen.Top - 20; Add(inventory); Weapon rynkky = new AssaultRifle(20, 10); Weapon plasma = new PlasmaCannon(20, 10); Weapon kanuuna = new Cannon(20,10); kanuuna.Image = Inventory.ScaleImageDown(kanuuna.Image, 4); inventory.AddItem(rynkky, rynkky.Image); inventory.AddItem(plasma, plasma.Image); inventory.AddItem(kanuuna, kanuuna.Image); inventory.ItemSelected += AseValittu; // Valitse pelin aluksi rynkky inventory.SelectItem(rynkky); }
void tykki() { pelaajan1ase = new PlasmaCannon(20, 5); pelaajan1ase.InfiniteAmmo = true; pelaajan1ase.ProjectileCollision = Ammusosui; ammus = pelaajan1ase.Shoot(); pelaaja.Add(pelaajan1ase); if (ammus != null) { ammus.Size *= 3; } Mouse.ListenMovement(0.1, tahtaa, "tähtää"); Mouse.Listen(MouseButton.Left, ButtonState.Pressed, Ammuaseella, "ammu", pelaaja); Add(pelaajan1ase); }