Exemple #1
0
 /*public Weapon(Faction faction, WeaponList weapon)
  * {
  *  if (weapon.Equals(WeaponList.Knife))
  *  {
  *      switch (faction)
  *      {
  *          case Faction.Hero:
  *              damage = KNIFE_DAMAGE*KNIFE_SPEED*KNIFE_ACCURACY/(KNIFE_RELOAD_TIME+KNIFE_WEIGHT);
  *              break;
  *          case Faction.Villain:
  *              damage = KNIFE_DAMAGE * KNIFE_SPEED * KNIFE_ACCURACY / (KNIFE_RELOAD_TIME + KNIFE_WEIGHT);
  *              break;
  *          default:
  *              break;
  *      }
  *  }
  *  else if (weapon.Equals(WeaponList.Pistol))
  *  {
  *      switch (faction)
  *      {
  *          case Faction.Hero:
  *              damage = PISTOL_DAMAGE * PISTOL_SPEED * PISTOL_ACCURACY /(PISTOL_RELOAD_TIME + PISTOL_WEIGHT);
  *              break;
  *          case Faction.Villain:
  *              damage = PISTOL_DAMAGE * PISTOL_SPEED * PISTOL_ACCURACY / (PISTOL_RELOAD_TIME + PISTOL_WEIGHT);
  *              break;
  *          default:
  *              break;
  *      }
  *  }
  *  else if (weapon.Equals(WeaponList.AK47))
  *  {
  *      switch (faction)
  *      {
  *          case Faction.Hero:
  *              damage = AK47_DAMAGE * AK47_SPEED * AK47_ACCURACY / (AK47_RELOAD_TIME + AK47_WEIGHT);
  *              break;
  *          case Faction.Villain:
  *              damage = AK47_DAMAGE * AK47_SPEED * AK47_ACCURACY / (AK47_RELOAD_TIME + AK47_WEIGHT);
  *              break;
  *          default:
  *              break;
  *      }
  *  }
  *  else if (weapon.Equals(WeaponList.Sniper))
  *  {
  *      switch (faction)
  *      {
  *          case Faction.Hero:
  *              damage = SNIPER_DAMAGE * SNIPER_SPEED * SNIPER_ACCURACY / (SNIPER_RELOAD_TIME + SNIPER_WEIGHT);
  *              break;
  *          case Faction.Villain:
  *              damage = SNIPER_DAMAGE * SNIPER_SPEED * SNIPER_ACCURACY / (SNIPER_RELOAD_TIME + SNIPER_WEIGHT);
  *              break;
  *          default:
  *              break;
  *      }
  *  }
  *
  * }
  */
 public Weapon(WeaponList weapon)
 {
     if (weapon.Equals(WeaponList.Knife))
     {
         damage = KNIFE_DAMAGE * KNIFE_SPEED * KNIFE_ACCURACY / (KNIFE_RELOAD_TIME + KNIFE_WEIGHT);
     }
     else if (weapon.Equals(WeaponList.Pistol))
     {
         damage = PISTOL_DAMAGE * PISTOL_SPEED * PISTOL_ACCURACY / (PISTOL_RELOAD_TIME + PISTOL_WEIGHT);
     }
     else if (weapon.Equals(WeaponList.AK47))
     {
         damage = AK47_DAMAGE * AK47_SPEED * AK47_ACCURACY / (AK47_RELOAD_TIME + AK47_WEIGHT);
     }
     else if (weapon.Equals(WeaponList.Sniper))
     {
         damage = SNIPER_DAMAGE * SNIPER_SPEED * SNIPER_ACCURACY / (SNIPER_RELOAD_TIME + SNIPER_WEIGHT);
     }
     else if (weapon.Equals(WeaponList.Grenade))
     {
         damage = GRENADE_DAMAGE * GRENADE_SPEED * GRENADE_ACCURACY / (GRENADE_RELOAD_TIME + GRENADE_WEIGHT);
     }
     else if (weapon.Equals(WeaponList.MachineGun))
     {
         damage = MACHINEGUN_DAMAGE * MACHINEGUN_SPEED * MACHINEGUN_ACCURACY / (MACHINEGUN_ACCURACY + MACHINEGUN_WEIGHT);
     }
     else if (weapon.Equals(WeaponList.Missile))
     {
         damage = MISSILE_DAMAGE * MISSILE_SPEED * MISSILE_ACCURACY / (MISSILE_RELOAD_TIME + MISSILE_WEIGHT);
     }
 }