Esempio n. 1
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Esempio n. 2
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 public ProjectileData(int id, string name, string model, float projectileScale, string particleEffectName,
     string impactParticleName, string expirationParticleName, List<Weapon.ParticleEmitter> emitters, List<Weapon.ModelAnimation> animations,
     int areaOfEffectRadius, bool areaOfEffectUsesCone, float areaOfEffectDecay, int coneOriginWidth, bool coneDamagesEntireArea,
     int minDamage, int maxDamage, bool isInstantaneous, int initialVelocity, int terminalVelocity, int acceleration, int range,
     int rangeVariation, int jumpRange, float jumpDamageDecay, int jumpCount, int environmentEffectID, EnvironmentProperty envProperty)
 {
     this.id = id;
     this.name = name;
     this.model = model;
     this.projectileScale = projectileScale;
     this.particleEffectName = particleEffectName;
     this.impactParticleName = impactParticleName;
     this.expirationParticleName = expirationParticleName;
     this.emitters = emitters;
     this.animations = animations;
     this.areaOfEffectRadius = areaOfEffectRadius;
     this.areaOfEffectUsesCone = areaOfEffectUsesCone;
     this.areaOfEffectDecay = areaOfEffectDecay;
     this.coneOriginWidth = coneOriginWidth;
     this.coneDamagesEntireArea = coneDamagesEntireArea;
     this.minDamage = minDamage;
     this.maxDamage = maxDamage;
     this.isInstantaneous = isInstantaneous;
     this.initialVelocity = initialVelocity;
     this.terminalVelocity = terminalVelocity;
     this.acceleration = acceleration;
     this.range = range;
     this.rangeVariation = rangeVariation;
     this.jumpRange = jumpRange;
     this.jumpDamageDecay = jumpDamageDecay;
     this.jumpCount = jumpCount;
     this.environmentEffectID = environmentEffectID;
     this.environmentEffect = envProperty;
 }
 public SpawnEnvironmentEffectEvent(VTankBot _game, int id, int typeId, VTankObject.Point location, int ownerId)
     : base(_game)
 {
     this.id = id;
     this.typeId = typeId;
     this.location = location;
     this.ownerId = ownerId;
     envEffect = WeaponLoader.GetEnvironmentProperty(typeId);
 }
        public override void Dispose()
        {
            envEffect = null;

            base.Dispose();
        }