/// <summary> /// Allows the game component to perform any initialization it needs to before starting /// to run. This is where it can query for any required services and load content. /// </summary> public void Initialize(ModelTypes.PlayerType playerType, Vector3 initialPosition, float initialRotation, Vector3 boundingBoxSize, EGGEngine.Physics.World world, Weapon currentWeapon) { this.playerType = playerType; this.position = initialPosition; this.rotation = initialRotation; this.health = ModelTypes.PlayerHealth[(int)playerType]; this.maxHealth = this.health; this.shield = ModelTypes.ShieldHealth[(int)playerType]; this.maxShield = this.shield; this.model = Game.Content.Load <Model>(ModelTypes.PlayerModelFileName[(int)playerType]); physicsPlayer = new EGGEngine.Physics.Player(this.position, this.rotation, boundingBoxSize, world); // TODO: Add your initialization code here base.Initialize(); }
/// <summary> /// Allows the game component to perform any initialization it needs to before starting /// to run. This is where it can query for any required services and load content. /// </summary> public void Initialize(ModelTypes.PlayerType playerType, Vector3 initialPosition, float initialRotation, Vector3 boundingBoxSize, EGGEngine.Physics.World world, Weapon currentWeapon) { this.playerType = playerType; this.position = initialPosition; this.rotation = initialRotation; this.health = ModelTypes.PlayerHealth[(int)playerType]; this.maxHealth = this.health; this.shield = ModelTypes.ShieldHealth[(int)playerType]; this.maxShield = this.shield; this.model = Game.Content.Load<Model>(ModelTypes.PlayerModelFileName[(int)playerType]); physicsPlayer = new EGGEngine.Physics.Player(this.position, this.rotation, boundingBoxSize, world); // TODO: Add your initialization code here base.Initialize(); }