public AmmoGib(MoneyManager mon, Ship ship, Vector3 pos, Game1 game, int type) : base() { this.value = value; this.model = ModelLibrary.bombProjectile; this.pos = pos; this.ship = ship; this.game = game; this.type = type; moneyManager = mon; weps = ship.weapons; scale = new Vector3(.3f, .3f, .3f); setColor(type); glow = new MoneyGibGlow(TextureManager.square, this, game); game.modelManager.addEffect(glow); initDirection.X = (float)Utilities.random.NextDouble()*2-1; initDirection.Y = (float)Utilities.random.NextDouble()*2-1; initDirection.Z = (float)Utilities.random.NextDouble()*2-1; initDirection.Normalize(); currentDirection = initDirection; rot = currentDirection; speed = Utilities.nextFloat()*5+17; changeDirectionSpeed = Utilities.nextFloat() + 4.5f; col = new CircleCollider(pos, 0.05f); collected = false; }
public MoneyGib(float value, Model model, MoneyManager moneyManager, Ship ship, Vector3 pos, Game1 game, int type) : base() { this.value = value; if (type == 4) { this.model = ModelLibrary.polyGib; scale = new Vector3(.15f, .15f, .15f); } else { this.model = model; scale = new Vector3(.03f, .03f, .03f); } this.pos = pos; this.moneyManager = moneyManager; this.ship = ship; this.game = game; setColor(type); glow = new MoneyGibGlow(TextureManager.square, this, game); game.modelManager.addEffect(glow); initDirection.X = (float)Utilities.random.NextDouble()*2-1; initDirection.Y = (float)Utilities.random.NextDouble()*2-1; initDirection.Z = (float)Utilities.random.NextDouble()*2-1; initDirection.Normalize(); currentDirection = initDirection; rot = currentDirection; speed = Utilities.nextFloat()*5+17; changeDirectionSpeed = Utilities.nextFloat() + 4.5f; col = new CircleCollider(pos, 0.05f); collected = false; }