protected BulletBase(Danmaku danmaku, Vector2f startPosition, Vector2f size, float hitboxRadius, List <GameObject> targetObjects, GameObject ownerObject, EventHandler <EventArgs> onCollision, int lifeTime, RotatorBase rotator, DeterminantOfDirectionOfMovementBase determinantOfDirectionOfMovement, Texture texture, WayOfDyingBase wayOfDyingBase, StatChanger statChanger ) : base(danmaku, startPosition, size, hitboxRadius, lifeTime, texture) { TargetObjects = targetObjects; OwnerObject = ownerObject; WayOfDyingBase = wayOfDyingBase; DefineSaveDistances(TargetObjects); Collision += onCollision; _rotator = rotator; _rotator.Initialize(this); DeterminantOfDirectionOfMovement = determinantOfDirectionOfMovement; DeterminantOfDirectionOfMovement.Initialize(this); WayOfDyingBase.Initialize(this); StatChanger = statChanger; }
protected BulletBase(Danmaku danmaku, Vector2f startPosition, Vector2f size, float hitboxRadius, GameObject targetObject, GameObject ownerObject, EventHandler <EventArgs> onCollision, int lifeTime, RotatorBase rotator, DeterminantOfDirectionOfMovementBase determinantOfDirectionOfMovement, Texture texture, WayOfDyingBase wayOfDyingBase, StatChanger statChanger ) : this(danmaku, startPosition, size, hitboxRadius, new[] { targetObject }.ToList(), ownerObject, onCollision, lifeTime, rotator, determinantOfDirectionOfMovement, texture, wayOfDyingBase, statChanger) { }