public Unit(Player p, int x, int y, float movementSpeed, float attackRange, float aggroRange, float rateOfFire) { this.player = p; this.x = x; this.y = y; this.z = 1f - ( this.player.units.Count() + 1) * 0.0001f; this.movementSpeed = movementSpeed; this.attackRange = attackRange; this.aggroRange = aggroRange; this.rateOfFire = rateOfFire; this.rotation = 0f; this.previousRotation = 0f; this.hitting = false; this.hitFrame = 0; this.color = player.color; this.waypoints = new CustomArrayList<Point>(); this.repelsOthers = true; this.collisionWith = new CustomArrayList<Unit>(); this.enemiesInRange = new CustomArrayList<Unit>(); this.friendliesProtectingMe = new CustomArrayList<Unit>(); this.job = Job.Idle; healthBar = new HealthBar(this); this.currentHealth = 100; this.maxHealth = 100; this.player.units.AddLast(this); if (Game1.GetInstance().IsMultiplayerGame()) { Boolean isLocal = this.player == Game1.CURRENT_PLAYER; this.multiplayerData = new UnitMultiplayerData(this, isLocal); if (isLocal) { this.multiplayerData.RequestServerID(); } if (this.multiplayerData != null) { // Make sure everyone knows of this unit Synchronizer.GetInstance().QueueUnit(this); } } }
public Unit(Player p, int x, int y, float movementSpeed) { this.player = p; this.x = x; this.y = y; this.movementSpeed = movementSpeed; (this.quad = Game1.GetInstance().quadTree.GetQuadByPoint(this.GetLocation())).highlighted = true; this.color = player.color; this.waypoints = new LinkedList<Point>(); this.player.units.AddLast(this); this.repelsOthers = true; this.collisionWith = new LinkedList<Unit>(); healthBar = new HealthBar(this); this.currentHealth = 100; this.maxHealth = 100; }
public Unit(Player p, int x, int y, float movementSpeed, float attackRange, float aggroRange, float rateOfFire) { this.player = p; this.x = x; this.y = y; this.movementSpeed = movementSpeed; this.attackRange = attackRange; this.aggroRange = aggroRange; this.rateOfFire = rateOfFire; (this.quad = Game1.GetInstance().quadTree.GetQuadByPoint(this.GetLocation())).highlighted = true; this.color = player.color; this.waypoints = new LinkedList<Point>(); this.repelsOthers = true; this.collisionWith = new LinkedList<Unit>(); this.enemiesInRange = new LinkedList<Unit>(); this.friendliesProtectingMe = new LinkedList<Unit>(); healthBar = new HealthBar(this); this.currentHealth = 100; this.maxHealth = 100; this.player.units.AddLast(this); if (Game1.GetInstance().IsMultiplayerGame()) { Boolean isLocal = this.player == Game1.CURRENT_PLAYER; this.multiplayerData = new UnitMultiplayerData(this, isLocal); if (isLocal) { this.multiplayerData.RequestServerID(); } } }