public override void SetPowerUp(EActorPowerUp p_actorPowerUp) { base.SetPowerUp(p_actorPowerUp); switch (p_actorPowerUp) { case EActorPowerUp._NORMAL: _particleEffectTrail = null; break; case EActorPowerUp._DURABILITY: _particleEffectTrail = new Pax4ParticleEffectPart("_particleEffectTrail", this); _particleEffectTrail.Ini(((Pax4ParticleEffectLavaAndIce)Pax4ParticleEffect._current)._particleEffectIceTrailEnemy); break; } }
public Pax4ActorPlayerAmmoIce(String p_name, Pax4Object p_parent0, int p_modelIndex = -1) : base(p_name, p_parent0) { SetScale(_scaleFactor * Vector3.One); _actorElementType = EActorType._ICE; if (p_modelIndex < 0) { SetModel("Model/lavaandiceAmmoIce"); } _current = this; _wayPointController.SetPhysicsPart(this); SetPowerUp(_powerUp); _powerUp = EActorPowerUp._NORMAL; MoveTo(Vector3.Zero, _prelaunchPosition + Vector3.Down * _scaleFactor * 2.0f); Enable(); }
public virtual void SetPowerUp(EActorPowerUp p_actorPowerUp) { _actorPowerUp = p_actorPowerUp; _health = 1.0f; switch (p_actorPowerUp) { case EActorPowerUp._NORMAL: _health = 1.0f; break; case EActorPowerUp._DURABILITY: if (_actorType == EActorType._ENEMY) { break; } _health = 2.0f; ((Pax4SoundLavaAndIce)Pax4Sound._current)._lavaandiceTrumpet.Play(); break; } }