public void ShipDeath(object sender, DeathEventArgs e) { Deaths++; Bullet bullet = (e.KilledBy as Bullet); // Do not increment kills if we killed ourself if (bullet.FiredBy != _me) { bullet.FiredBy.StatRecorder.Kills++; } }
public void StartRespawnCountdown(object sender, DeathEventArgs e) { Ship ship = sender as Ship; // Don't want to subscribe AI to retrieve leaderboard info if(!(ship is ShipAI)) { Game.Instance.Leaderboard.RequestLeaderboard(ship.Host.ConnectionID); } ship.Controllable.Value = false; _respawningShips.Add(new KeyValuePair<Ship, DateTime>(ship, DateTime.UtcNow)); }
public void StartRespawnCountdown(object sender, DeathEventArgs e) { Ship ship = sender as Ship; // Don't want to subscribe AI to retrieve leaderboard info if (!(ship is ShipAI)) { Game.Instance.Leaderboard.RequestLeaderboard(ship.Host.ConnectionID); } ship.Controllable.Value = false; _respawningShips.Add(new KeyValuePair <Ship, DateTime>(ship, DateTime.UtcNow)); }
public void Die(object sender, DeathEventArgs e) { MovementController.StopMovement(); if (OnDeath != null) { // Propogate death event OnDeath(this, e); } // Spawn health pack on death Game.Instance.GameHandler.AddPowerupToGame(new HealthPack(MovementController.Position, LevelManager.Level)); LastKilledBy = (e.KilledBy as Bullet).FiredBy; Host.DeathOccured = true; LastKilledBy.Killed(this); this.Dispose(); }
public void Died(object sender, DeathEventArgs e) { int exp = Convert.ToInt32(_levelCalculator.CalculateKillExperience((e.KilledBy as Bullet).FiredBy, _me) * EXP_REDUCTION_MODIFIER); Experience = Math.Max(Experience - exp, 0); }