public void addLootToSupply(SniperRifle sr, MachineGun mg, Player player) { for (int i = 0; i < scavengedLoot.Count; i++) { scavengedLoot[i].addLoot(sr, mg, player); } scavengedLoot.Clear(); }
/// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { font = Content.Load<SpriteFont>("Fonts\\Font"); player = new Player(); crosshair = new Crosshair(); sniperRifle = new SniperRifle(); machineGun = new MachineGun(); weapon = sniperRifle; sniperRifle.isSelected = true; machineGun.isSelected = false; waveManager = new WaveManager(); scavengerManager = new ScavengerManager(); currentScavengeCommand = 0; victoryTexture = new AnimatedSprite(Content.Load<Texture2D>("Graphics\\Victory"), 3, 2, animationSpeed); base.Initialize(); }
public void addLootToSupply(SniperRifle sr, MachineGun mg, Player player) { getActiveScavenger().addLootToSupply(sr, mg, player); }
public override void addLoot(SniperRifle sniper, MachineGun mg, Player player) { mg.ammoSupply = mg.ammoSupply + amount; }
public virtual void addLoot(SniperRifle sniper, MachineGun mg, Player player) { }