/// <summary> /// Allows the game component to perform any initialization it needs to before starting /// to run. This is where it can query for any required services and load content. /// </summary> public override void Initialize() { // TODO: Add your initialization code here foods = new List <food>(); Vector2 startLoc = new Vector2(10, 10); xOffset = 150; yOffset = 150; for (int i = 0; i < foodGrid.X; i++) { for (int ii = 0; ii < foodGrid.Y; ii++) { food f = new NoWeapon(g); f.Initialize(); f.Location = new Vector2(startLoc.X + (xOffset * i), startLoc.Y + (yOffset * ii)); foods.Add(f); } } food r = new RedWeapon(g); r.Initialize(); r.Location = new Vector2(200, 200); foods.Add(r); r = new TealWeapon(g); r.Initialize(); r.Location = new Vector2(300, 200); foods.Add(r); sb = new SpriteBatch(Game.GraphicsDevice); base.Initialize(); }
internal override void Start() { base.Start(); animator = GetComponent <Animator>(); isAttacking = false; Weapon = new NoWeapon(); }
public override void Update() { _heroPassive = new Ability(AbilityList.DragonBreath, false, 250, this); _idleTimer = 0; if (!isInitialized) { isFlying = true; _armor = 9999; _range = 0; _hp = 500; _damage = 35; _gun = new NoWeapon(GameScene.Instance); _cooldownValue = 10; _speed = 2; } base.Update(); if (_cooldown <= 0 && !Global.isGamePaused) { _heroPassive.Effect(); _cooldown = _cooldownValue; } }
// Update is called once per frame void Update() { //assigns weapon input source weaponInput = Input.GetAxisRaw("Weapon"); //attack input if (weaponInput >= 1) { Attack(); } //timer between attacks timer += Time.deltaTime; SelectedWeapon(); //Hides from player the other weapons depending on current weapon //stick 1 if (Weapons[0]) { Stick.SetActive(true); Stick2.SetActive(false); Gun.SetActive(false); NoWeapon.SetActive(false); } //stick 2 else if (Weapons[1]) { Stick.SetActive(false); Stick2.SetActive(true); Gun.SetActive(false); NoWeapon.SetActive(false); } //bamboo blow gun else if (Weapons[2]) { Stick.SetActive(false); Stick2.SetActive(false); Gun.SetActive(true); NoWeapon.SetActive(false); //flips the gun sprite with the player when they turn around if (player.GetComponent <SpriteRenderer>().flipX == true) { gameObject.transform.rotation = Quaternion.Euler(0, 0, 222); } else { gameObject.transform.rotation = Quaternion.Euler(0, 0, 45); } //increases dartspeed and lowers timer between dart discharge when active if (PlayerPrefsManager.ReturnRapidFire() == "true") { DartSpeed = 15; maxTimer = 0.25f; } else { DartSpeed = 10; maxTimer = 0.5f; } } //no weapon else if (Weapons[3]) { Stick.SetActive(false); Stick2.SetActive(false); Gun.SetActive(false); NoWeapon.SetActive(true); } }