private bool _selected; //I guess as in "currently doing something"

        #endregion Fields

        #region Constructors

        public SmallEnemy(ref List<SmallEnemy> swarm)
            : base()
        {
            if (Texture == null)
                LoadContent();

            this.Swarm = swarm;

            Transform.World.Origin = new Vector2(20, 16);

            this.Color = Color.White;
            var rc = new SpriteRenderer(this) { Texture = Texture, Color = Color.White };
            AddComponent(rc);

            var cc = new Collision(this, 32, 32);
            cc.Solid = true;
            AddComponent(cc);

            var pfc = new PathFinder(this);
            AddComponent(pfc);

            var stat = new Component.Stat(this)
                           {
                               Life = 50,
                               Defence = 25,
                               Strength = 70,
                               GetAim = 100,
                               GetDodge = 50
                           };
            AddComponent(stat);
        }
Exemple #2
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        private bool _selected = false; //I guess as in "currently doing something"

        #endregion Fields

        #region Constructors

        public Shot(Stat _soldierStat, string _type)
            : base()
        {
            type = _type;

            if (Texture == null)
                LoadContent();

            //Transform.World.Origin = new Vector2(16, 16);

            Stat = _soldierStat;

            if (type == "Rocket")
            {
                Stat.Strength = 50000;
            }

            this.Color = Color.White;
            var rc = new SpriteRenderer(this) { Texture = Texture, Color = Color.White };
            rc.Offset = new Vector2(16, 16);
            AddComponent(rc);

            var cc = new Collision(this, 32, 32);
            AddComponent(cc);
        }
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        public Soldier(ref List<Soldier> squad)
            : base()
        {
            if (Texture == null)
                LoadContent();

            this.Squad = squad;

            Transform.World.Origin = new Vector2(16, 16);

            this.Color = Color.White;
            var rc = new SpriteRenderer(this) {Texture = Texture, Color = Color.White};
            AddComponent(rc);

            var cc = new Collision(this, 32, 32);
            AddComponent(cc);

            var pfc = new PathFinder(this);
            AddComponent(pfc);

            var flashlight = new Flashlight(this)
                {
                    Intensity = 0.8f
                };
            AddComponent(flashlight);

            var stat = new Component.Stat(this)
                           {
                               MaxHP = 100,
                               MaxPanic = 100,
                               Life = 100,
                               Defence = 25,
                               Strength = 50,
                               GetAim = 40,
                               GetDodge = 20
                           };
            AddComponent(stat);
        }
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        public Door(bool horizontal)
            : base()
        {
            LoadContent();

            IsOpen = false;

            if (horizontal)
                Transform.World.Rotation = -MathHelper.PiOver2;

            var rc = new SpriteRenderer(this) { Texture = Texture, Color = Color.White };
            if (horizontal)
                rc.Offset.Y += Texture.Width;
            AddComponent(rc);

            Collision cc;
            if (horizontal)
                cc = new Collision(this, Texture.Height, Texture.Width);
            else
                cc = new Collision(this, Texture.Width, Texture.Height);
            cc.Solid = true;
            AddComponent(cc);
        }