public HUDManager(Ship pPlayerShip) { var overlay = OverlayManager.Instance.Create("Overlay"); // Create HUD elements. upgradeHUD = new UpgradeHUD(pPlayerShip, overlay); PopulateHUDPanels(); }
protected Gun(Ship pOwner) { Owner = pOwner; }
private Dictionary<Int32, List<UpgradeGroup.Upgrade>> upgradesByCost; // Used for displaying indicator dots. #endregion Fields #region Constructors public UpgradeHUD(Ship pPlayerShip, Overlay pOverlay) { // Initialize local variables. playerShip = pPlayerShip; overlay = pOverlay; inSelectionMode = false; selectedUpgrade = 0; upgradesByCost = new Dictionary<int, List<UpgradeGroup.Upgrade>>(); upgradePanelsByCost = new Dictionary<int, List<BorderPanel>>(); costSelectorPanels = new Dictionary<int, BorderPanel>(); // Create the upgrade panel. masterUpgradePanel = new PanelFactory().Create("Upgrade Panel") as Panel; }
public Cannon(Ship pOwner) : base(pOwner) { FireQueue = new List<Bullet>(16); GunIndexQueue = new List<Int32>(16); }
public void AddShip(Ship pShip) { Ships.Add(pShip); }
public void Initialize() { PlayerShip = new Ship(SceneManager, new PlayerController()); HUD = new HUDManager(PlayerShip); }