public EnemyBoss(SceneGame sc, BossPattern op, Status s) { SourceStatus = s; SourceUser = s.User; Phases = op(this); PhaseIndex = -1; MoveNextPhase(); }
public PlayerOption(PlayerUser p, OptionInformation user,SceneGame game) : this() { Parent = p; Game = game; Information = user; SourceUser = Information.SourceUser; Image = UserImageManager.GetUserImage(SourceUser); ExecuteCoroutine = user.TargetOperation(this, user.InitializationInformation); }
public EnemyUser(SceneGame sc, CoroutineFunction<EnemyUser> op, Status s) : this() { Game = sc; SourceStatus = s; SourceUser = s.User; Operation = op(this); TotalHealth = Health = 1000 + (SourceStatus.User.StatusesCount / 10) + (DateTime.Now - SourceStatus.User.CreatedAt.LocalDateTime).Days * 3; Task.Run(() => { Image = UserImageManager.GetUserImage(SourceStatus.User); IsImageLoaded = true; }); }
public PlayerUser(SceneGame sc, UserInformation u, CoroutineFunction<PlayerUser> mop, CoroutineFunction<PlayerUser> sop, PlayerInputMethod im) { info = u; game = sc; ipmet = im; SourceUser = u.SourceUser; MovingOperation = mop(this); ShotOperation = sop(this); MyKind = ObjectKind.Player; DamageKind = ObjectKind.Enemy | ObjectKind.EnemyBullet; CollisionRadius = u.CollisionRadius; GrazeRadius = CollisionRadius * 1.5; ShotStrength = u.ShotStrength; ShotInterval = 2; Operatable = true; HasCollision = true; GrazePoint = u.GrazePoints; Task.Run(() => { Image = UserImageManager.GetUserImage(SourceUser); IsImageLoaded = true; }); }