public Engineer() { _weapon1 = new RailGun(); _weapon2 = new SuperShotgun(); _weapon3 = new Spanner(); _weapon4 = null; _gren1 = Ammunition.FragGrenade; _gren2 = Ammunition.EMPGrenade; _health = 80; _armour = 50; _maxShells = 50; _maxNails = 50; _maxRockets = 50; _maxCells = 200; _maxGren1 = 4; _maxGren2 = 4; }
public Spy() { _weapon1 = new Tranquiliser(); _weapon2 = new SuperShotgun(); _weapon3 = new NailGun(); _weapon4 = new Knife(); _gren1 = Ammunition.FragGrenade; _gren2 = Ammunition.GasGrenade; _health = 90; _armour = 50; _maxShells = 50; _maxNails = 100; _maxRockets = 50; _maxCells = 50; _maxGren1 = 4; _maxGren2 = 4; }
public HWGuy() { _weapon1 = new MiniGun(); _weapon2 = new SuperShotgun(); _weapon3 = new Shotgun(); _weapon4 = new Axe(); _gren1 = Ammunition.FragGrenade; _gren2 = Ammunition.MIRVGrenade; _health = 100; _armour = 300; _maxShells = 200; _maxNails = 50; _maxRockets = 50; _maxCells = 50; _maxGren1 = 4; _maxGren2 = 2; }
public Medic() { _weapon1 = new SuperNailGun(); _weapon2 = new SuperShotgun(); _weapon3 = new Shotgun(); _weapon4 = new Syringe(); _gren1 = Ammunition.FragGrenade; _gren2 = Ammunition.ConcussionGrenade; _health = 100; _armour = 80; _maxShells = 50; _maxNails = 150; _maxRockets = 50; _maxCells = 50; _maxGren1 = 4; _maxGren2 = 100; }
public Soldier() { _weapon1 = new RocketLauncher(); _weapon2 = new SuperShotgun(); _weapon3 = new Shotgun(); _weapon4 = new Axe(); _gren1 = Ammunition.FragGrenade; _gren2 = Ammunition.NailGrenade; _health = 100; _armour = 200; _maxShells = 100; _maxNails = 50; _maxRockets = 50; _maxCells = 50; _maxGren1 = 4; _maxGren2 = 200; }
private Weapon SetupWeapon(WEAPONTYPE weapon) { Weapon weap = null; switch (weapon) { case WEAPONTYPE.SYRINGE: weap = new Syringe(); break; case WEAPONTYPE.AXE: weap = new Axe(); break; case WEAPONTYPE.SHOTGUN: weap = new Shotgun(); break; case WEAPONTYPE.SUPERSHOTGUN: weap = new SuperShotgun(); break; case WEAPONTYPE.NAILGUN: weap = new NailGun(); break; case WEAPONTYPE.SUPERNAILGUN: weap = new SuperNailGun(); break; case WEAPONTYPE.GRENADELAUNCHER: weap = new GrenadeLauncher(); break; case WEAPONTYPE.PIPEBOMBLAUNCHER: weap = new PipebombLauncher(); break; case WEAPONTYPE.ROCKETLAUNCHER: weap = new RocketLauncher(); break; case WEAPONTYPE.MINIGUN: weap = new Minigun(); break; case WEAPONTYPE.INCENDIARYCANNON: weap = new IncendiaryCannon(); break; case WEAPONTYPE.FLAMETHROWER: weap = new Flamethrower(); break; case WEAPONTYPE.NONE: default: break; } if (weap != null) { weap.Init(_game); weap.Spawn(this, nameof(weap)); } return(weap); }