public override void OnThink() { if (Combatant == null) { return; } Direction d = this.GetDirectionTo(Combatant); if (Direction != d) { Direction = d; } if (Cannon.Direction != Direction) { switch (Direction) { case Direction.Up: case Direction.North: { Cannon.Delete(); Cannon = new CannonNorth(this); Cannon.MoveToWorld(new Point3D(X, Y - 3, Z), Map); Cannon.Direction = Direction; break; } case Direction.Down: case Direction.South: { Cannon.Delete(); Cannon = new CannonSouth(this); Cannon.MoveToWorld(new Point3D(X, Y + 1, Z), Map); Cannon.Direction = Direction; break; } case Direction.Right: case Direction.East: { Cannon.Delete(); Cannon = new CannonEast(this); Cannon.MoveToWorld(new Point3D(X + 1, Y, Z), Map); Cannon.Direction = Direction; break; } case Direction.Left: case Direction.West: { Cannon.Delete(); Cannon = new CannonWest(this); Cannon.MoveToWorld(new Point3D(X - 3, Y, Z), Map); Cannon.Direction = Direction; break; } } } base.OnThink(); }
protected override void OnLocationChange(Point3D oldLoc) { if (Cannon == null) { Cannon = new CannonNorth(this); Direction = Direction.North; Cannon.MoveToWorld(new Point3D(X, Y - 3, Z), Map); } else { Direction = Direction.North; Cannon.MoveToWorld(new Point3D(X, Y - 3, Z), Map); } base.OnLocationChange(oldLoc); }
public void GetDirection() { switch (Direction) { case Direction.Up: case Direction.North: { Cannon.Delete(); Cannon = new CannonNorth(this); Cannon.MoveToWorld(new Point3D(X, Y - 3, Z), Map); Cannon.Direction = Direction; break; } case Direction.Down: case Direction.South: { Cannon.Delete(); Cannon = new CannonSouth(this); Cannon.MoveToWorld(new Point3D(X, Y + 1, Z), Map); Cannon.Direction = Direction; break; } case Direction.Right: case Direction.East: { Cannon.Delete(); Cannon = new CannonEast(this); Cannon.MoveToWorld(new Point3D(X + 1, Y, Z), Map); Cannon.Direction = Direction; break; } case Direction.Left: case Direction.West: { Cannon.Delete(); Cannon = new CannonWest(this); Cannon.MoveToWorld(new Point3D(X - 3, Y, Z), Map); Cannon.Direction = Direction; break; } } }