public void weaponSpawn(Vector2 pos) { int weapon = rnd.Next(0, amountWeapon); switch (weapon) { case 0: weaponO = new WeaponObjects("BananaGun", 4, 5, 4, 1, spriteSheet, pos, shot, weapon, this); break; case 1: weaponO = new WeaponObjects("WaterGun", 3, 7, 4, 1, spriteSheet, pos, shot, weapon, this); break; case 2: weaponO = new WeaponObjects("BaseballBat", 5, 1, 6, 1, spriteSheet, pos, shot, weapon, this); break; case 3: weaponO = new WeaponObjects("LaserSword", 3, 1, 7, 1, spriteSheet, pos, shot, weapon, this); break; case 4: weaponO = new WeaponObjects("SlingShot", 6, 3, 3, 1, spriteSheet, pos, shot, weapon, this); break; case 5: weaponO = new WeaponObjects("LaserRifle", 4, 10, 3, 1, spriteSheet, pos, shot, weapon, this); break; case 6: weaponO = new WeaponObjects("PickleGun", 4, 5, 4, 1, spriteSheet, pos, shot, weapon, this); break; case 7: weaponO = new WeaponObjects("ChickenClub", 7, 1, 4, 1, spriteSheet, pos, shot, weapon, this); break; } gameList.Add(weaponO); weaponList.Add(weaponO); weaponID++; }
public void EquipedWeapon(WeaponObjects weaponStats) { weaponSlot[activeWeapon] = weaponStats; }