public override void Init(bool defaultStats = false) { base.Init(defaultStats); if (defaultStats) { maxHealth = 10; health = 10; defense = 4; physAtk = 5; energyAtk = 10; speed = 4; movementRange = 4; // WEAPON(S): weapons = new List <Weapon>(); Weapon beamsword = new BeamSword(this); weapons.Add(beamsword); Equip(beamsword); Weapon rifle = new Rifle(this); weapons.Add(rifle); Equip(rifle); Weapon sniper = new SniperRifle(this); //weapons.Add(sniper); //Equip(sniper); //weapons.Add(new LaserCannon(this)); //weapons.Add(new PhotonEqualizer(this)); //weapons.Add(new EnergyChain(this)); } UpdateStats(); }
public ConcreteMediator() { minigun = new Minigun(this); assaultRifle = new AssaultRifle(this); flamethrower = new Flamethrower(this); shotgun = new Shotgun(this); sniperRifle = new SniperRifle(this); assaultRifleGreen = new AssaultRifle(this); new GreenLaser(assaultRifleGreen, this); assaultRifleRed = new AssaultRifle(this); new RedLaser(assaultRifleRed, this); sniperRifleGreen = new SniperRifle(this); new GreenLaser(sniperRifleGreen, this); sniperRifleRed = new SniperRifle(this); new RedLaser(sniperRifleRed, this); weaponsList = new List <Weapon>(); weaponsList.Add(minigun); weaponsList.Add(assaultRifle); weaponsList.Add(flamethrower); weaponsList.Add(shotgun); weaponsList.Add(sniperRifle); weaponsList.Add(assaultRifleGreen); weaponsList.Add(assaultRifleRed); weaponsList.Add(sniperRifleGreen); weaponsList.Add(sniperRifleRed); }
public Pickupable GetPickupable() { int num = GameState.GetInstance().Random.Next(8); Weapon spawn; switch (num) { case 0: spawn = new Minigun(GameApplication.GetInstance().mediator); break; case 1: spawn = new SniperRifle(GameApplication.GetInstance().mediator); break; case 2: spawn = new Flamethrower(GameApplication.GetInstance().mediator); break; case 3: spawn = new Shotgun(GameApplication.GetInstance().mediator); break; // Weapons with laser case 4: spawn = new SniperRifle(GameApplication.GetInstance().mediator); new RedLaser(spawn, GameApplication.GetInstance().mediator); break; case 5: spawn = new AssaultRifle(GameApplication.GetInstance().mediator); new RedLaser(spawn, GameApplication.GetInstance().mediator); break; case 6: spawn = new SniperRifle(GameApplication.GetInstance().mediator); new GreenLaser(spawn, GameApplication.GetInstance().mediator); break; case 7: spawn = new AssaultRifle(GameApplication.GetInstance().mediator); new GreenLaser(spawn, GameApplication.GetInstance().mediator); break; default: spawn = new AssaultRifle(GameApplication.GetInstance().mediator); break; } return(spawn); }
public void SetupWeapons() { weapons = new BaseGun[5]; weapons[0] = new Pistol(); Globals.gameInstance.sceneGraph.Setup(weapons[0].mesh); weapons[1] = new Shotgun(); Globals.gameInstance.sceneGraph.Setup(weapons[1].mesh); weapons[2] = new AssaultRifle(); Globals.gameInstance.sceneGraph.Setup(weapons[2].mesh); weapons[3] = new SniperRifle(); Globals.gameInstance.sceneGraph.Setup(weapons[3].mesh); weapons[4] = new Sword(); Globals.gameInstance.sceneGraph.Setup(weapons[4].mesh); currentWeapon = -1; }
public Sniper() { _weapon1 = new SniperRifle(); _weapon2 = new NailGun(); _weapon3 = new Axe(); _weapon4 = null; _gren1 = Ammunition.FragGrenade; _gren2 = Ammunition.Flare; _health = 85; _armour = 50; _maxShells = 75; _maxNails = 50; _maxRockets = 50; _maxCells = 50; _maxGren1 = 4; _maxGren2 = 4; }