public PlayerGameObject(GameObjectCollection collection) : base(collection) { playerID = new IntegerGameObjectMember(this, 0); colorIndex = new IntegerGameObjectMember(this, 0); companies = new GameObjectReferenceListField<Company>(this); }
public Company(GameObjectCollection collection) : base(collection) { controllingPlayer = new GameObjectReferenceField<PlayerGameObject>(this); combatVehicles = new GameObjectReferenceListField<CombatVehicle>(this); transportVehicles = new GameObjectReferenceListField<Transport>(this); supplyPoint = new GameObjectReferenceField<Base>(this); }
public Turret(Game1 game) : base(game) { gunList = new GameObjectReferenceListField<Gun>(this); ; turretDirectionRelativeToSelf = new InterpolatedAngleGameObjectMember(this, 0); range = new FloatGameObjectMember(this, 0); angularSpeed = new FloatGameObjectMember(this, 50); target = new Vector2GameObjectMember(this, new Vector2(1000)); }
public Turret(Game1 game) : base(game) { gunList = new GameObjectReferenceListField <Gun>(this);; turretDirectionRelativeToSelf = new InterpolatedAngleGameObjectMember(this, 0); range = new FloatGameObjectMember(this, 0); angularSpeed = new FloatGameObjectMember(this, 50); target = new Vector2GameObjectMember(this, new Vector2(1000)); }
public PhysicalObject(Game1 game) : base(game) { memberField = new GameObjectReferenceListField <MemberPhysicalObject>(this); }
//TODO: Need to add a new Subclass of GameObject to fix this /* protected override float SecondsBetweenUpdateMessage { get { return float.MaxValue; } }*/ public ControllerFocusObject(Game1 game) : base(game) { focusList = new GameObjectReferenceListField<Ship>(this); }
public PhysicalObject(Game1 game) : base(game) { memberField = new GameObjectReferenceListField<MemberPhysicalObject>(this); }