public override void Start() { terminated = false; HumanBattleship.RailGun.Wander = false; Turret = HumanBattleship.RailGun; Turret.Owner = Owner; Firing = false; }
private void InitializeTurretsPowerUps(PowerUp p) { if (p.Type == PowerUpType.RailGun) { RailGunTurret rgt = new RailGunTurret(Simulator) { Position = HumanBattleship.Position + new Vector3(130, 30, 0), VisualPriority = this.VisualPriority + 0.004f, PlayerControlled = true, UpdatePosition = false, Watcher = false, TimeLastBullet = double.MaxValue, RangeAlpha = 0, ShowRange = false, ShowForm = false }; p.BuyPosition = rgt.Position + new Vector3(300, 75, 0); HumanBattleship.RailGun = rgt; Turrets.Add(rgt); ImagesTurretsPowerUps.Add(p.Type, rgt); } }
public Turret Create(TurretType type) { Turret t = null; switch (type) { case TurretType.Basic: t = new BasicTurret(Simulator); break; case TurretType.Gravitational: t = new GravitationalTurret(Simulator); break; case TurretType.MultipleLasers: t = new MultipleLasersTurret(Simulator); break; case TurretType.Laser: t = new LaserTurret(Simulator); break; case TurretType.Missile: t = new MissileTurret(Simulator); break; case TurretType.SlowMotion: t = new SlowMotionTurret(Simulator); break; case TurretType.Booster: t = new BoosterTurret(Simulator); break; case TurretType.Gunner: t = new GunnerTurret(Simulator); break; case TurretType.Nanobots: t = new NanobotsTurret(Simulator); break; case TurretType.RailGun: t = new RailGunTurret(Simulator); break; default: t = new BasicTurret(Simulator); break; } return t; }