public void AcceptBonus(PlayerUnit player, BonusBase bonus) { var bonus2 = bonus as BonusBoom; if (bonus2 != null) { foreach (var enemy in player.World.Enemies) { enemy.Life.Count = 0; } if (player.Score.Count / WorldLaw.LevelUpThreshold < (player.Score.Count + player.World.Enemies.Count) / WorldLaw.LevelUpThreshold) { player.World.WorldState.LevelUp = true; } player.Score.Count += player.World.Enemies.Count; player.World.WorldState.BonusExplosion = true; return; } var bonus3 = bonus as BonusHealth; if (bonus3 != null) { player.Life.Count = player.Life.Count + 1; return; } var bonus4 = bonus as BonusLife; if (bonus4 != null) { player.Life.Count = player.Life.Count + WorldLaw.DefaultPlayerLifeCount; return; } }
public VisualBonus(BonusBase bonus, SpriteAnimation animation) { BonusUnit = bonus; BonusAnimation = animation; }