private void StartBoostExecution() { Movement.GenericMovement boostMovement; switch ((PreviousSubPhase as BoostPlanningSubPhase).SelectedBoostHelper) { case "Straight 1": boostMovement = new Movement.StraightBoost(1, Movement.ManeuverDirection.Forward, Movement.ManeuverBearing.Straight, Movement.ManeuverColor.None); break; case "Bank 1 Left": boostMovement = new Movement.BankBoost(1, Movement.ManeuverDirection.Left, Movement.ManeuverBearing.Bank, Movement.ManeuverColor.None); break; case "Bank 1 Right": boostMovement = new Movement.BankBoost(1, Movement.ManeuverDirection.Right, Movement.ManeuverBearing.Bank, Movement.ManeuverColor.None); break; case "Turn 1 Right": boostMovement = new Movement.TurnBoost(1, Movement.ManeuverDirection.Right, Movement.ManeuverBearing.Turn, Movement.ManeuverColor.None); break; case "Turn 1 Left": boostMovement = new Movement.TurnBoost(1, Movement.ManeuverDirection.Left, Movement.ManeuverBearing.Turn, Movement.ManeuverColor.None); break; default: boostMovement = new Movement.StraightBoost(1, Movement.ManeuverDirection.Forward, Movement.ManeuverBearing.Straight, Movement.ManeuverColor.None); break; } MovementTemplates.ApplyMovementRuler(Selection.ThisShip, boostMovement); boostMovement.Perform(); Sounds.PlayFly(); }
private void StartBoostExecution() { Rules.Collision.ClearBumps(TheShip); Movement.GenericMovement boostMovement; switch (SelectedBoostHelper) { case "Straight 1": boostMovement = new Movement.StraightBoost(1, Movement.ManeuverDirection.Forward, Movement.ManeuverBearing.Straight, Movement.MovementComplexity.None); break; case "Bank 1 Left": boostMovement = new Movement.BankBoost(1, Movement.ManeuverDirection.Left, Movement.ManeuverBearing.Bank, Movement.MovementComplexity.None); break; case "Bank 1 Right": boostMovement = new Movement.BankBoost(1, Movement.ManeuverDirection.Right, Movement.ManeuverBearing.Bank, Movement.MovementComplexity.None); break; case "Turn 1 Right": boostMovement = new Movement.TurnBoost(1, Movement.ManeuverDirection.Right, Movement.ManeuverBearing.Turn, Movement.MovementComplexity.None); break; case "Turn 1 Left": boostMovement = new Movement.TurnBoost(1, Movement.ManeuverDirection.Left, Movement.ManeuverBearing.Turn, Movement.MovementComplexity.None); break; case "Straight 2": boostMovement = new Movement.StraightBoost(2, Movement.ManeuverDirection.Forward, Movement.ManeuverBearing.Straight, Movement.MovementComplexity.None); break; case "Bank 2 Left": boostMovement = new Movement.BankBoost(2, Movement.ManeuverDirection.Left, Movement.ManeuverBearing.Bank, Movement.MovementComplexity.None); break; case "Bank 2 Right": boostMovement = new Movement.BankBoost(2, Movement.ManeuverDirection.Right, Movement.ManeuverBearing.Bank, Movement.MovementComplexity.None); break; default: boostMovement = new Movement.StraightBoost(1, Movement.ManeuverDirection.Forward, Movement.ManeuverBearing.Straight, Movement.MovementComplexity.None); break; } boostMovement.TheShip = TheShip; MovementTemplates.ApplyMovementRuler(TheShip, boostMovement); boostMovement.Perform(); if (!IsTractorBeamBoost) { Sounds.PlayFly(TheShip); } }