/// <summary> /// Constructor, that creates a new instance of PinkyChaseBehaviour /// and initializes its fields. /// </summary> /// <param name="targetMovementBehaviour">Movement behaviour for /// the target.</param> /// <param name="ghost">Instance of the ghost to be moved.</param> /// <param name="map">Map in which the gameobjects are placed.</param> /// <param name="targetMapTransform"> /// <see cref="MapTransformComponent"/> for the target to /// be chased.</param> /// <param name="mapTransform"><see cref="MapTransformComponent"/> /// for the ghost.</param> /// <param name="translateModifier">Value to be a compensation of the /// map stretch when printed.</param> public PinkyChaseBehaviour( PacmanMovementBehaviour targetMovementBehaviour, GameObject ghost, MapComponent map, MapTransformComponent targetMapTransform, MapTransformComponent mapTransform, int translateModifier = 1) : base( ghost, map, mapTransform, translateModifier) { this.targetMovementBehaviour = targetMovementBehaviour; this.targetMapTransform = targetMapTransform; }
/// <summary> /// Constructor, that creates a new instance of InkyChaseBehaviour /// and initializes its fields. /// </summary> /// <param name="targetMovementBehaviour">Movement behaviour for /// the target.</param> /// <param name="map">Map in which the gameobjects are placed.</param> /// <param name="targetMapTransform"> /// <see cref="MapTransformComponent"/> for the target to /// be chased.</param> /// <param name="blinkyMapTransform"> /// <see cref="MapTransformComponent"/> for the ghost Blinky.</param> /// <param name="inky">Instance of the ghost to be moved.</param> /// <param name="mapTransform"><see cref="MapTransformComponent"/> /// for the ghost.</param> /// <param name="translateModifier">Value to be a compensation of the /// map stretch when printed.</param> public InkyChaseBehaviour( PacmanMovementBehaviour targetMovementBehaviour, MapComponent map, MapTransformComponent targetMapTransform, MapTransformComponent blinkyMapTransform, GameObject inky, MapTransformComponent mapTransform, int translateModifier = 1) : base( inky, map, mapTransform, translateModifier) { this.targetMapTransform = targetMapTransform; this.targetMovementBehaviour = targetMovementBehaviour; this.blinkyMapTransform = blinkyMapTransform; }
/// <summary> /// Constructor for GhostBehaviourHandler. /// </summary> /// <param name="collision">Reference to collision.</param> /// <param name="pacman">Reference to pacman.</param> /// <param name="ghosts">Reference to ghosts.</param> /// <param name="map">Reference to map.</param> /// <param name="random">Reference to random.</param> /// <param name="pacmanMovementBehaviour">Reference to pacman /// movement behaviour.</param> public GhostBehaviourHandler( Collision collision, GameObject pacman, ICollection <GameObject> ghosts, MapComponent map, Random random, PacmanMovementBehaviour pacmanMovementBehaviour) { collisions = collision; this.pacman = pacman; this.ghosts = ghosts; this.map = map; this.random = random; this.pacmanMovementBehaviour = pacmanMovementBehaviour; chaseTime = 15000; scatterTime = 5000; frightenedModeTime = 10000; movementChangeTimer = new Timer(5000) { Enabled = true, }; ghostsMovementState = MovementState.Scatter; }