public static void ResetShip() { pShip.pProxySprite.Set(GameSprite.Name.Ship); pShip.ResetLocation(); pShip.bMarkForDeath = false; pShip.Handle(); }
// Data // Methods public override void Notify() { Ship pShip = ShipMan.GetShip(); //old way to do it //pShip.SetState(ShipMan.State.Ready); pShip.Handle(); }
public override void Execute() { // Let the gameObject deal with this... this.pMissile.ResetMissile(); Ship pShip = ShipManager.GetShip(); if (pShip.CurrentStateName != ShipManager.State.Dead) { pShip.Handle(); } }
public override void Execute(float deltaTime) { Missile pMissile = ShipManager.GetMissile(); pMissile.ResetMissile(); Ship pShip = ShipManager.GetShip(); if (pShip.CurrentStateName != ShipManager.State.Dead) { pShip.Handle(); } }
//This is called when Missile is done flying public override void Notify() { Ship pShip = ShipManager.GetShip(); // Correction... only method that changes state is Handle // So correct this.... // pShip.SetState(ShipMan.State.Ready); if (pShip.CurrentStateName != ShipManager.State.Dead) { pShip.Handle(); } }
public override void Execute() { this.pMissile.delta = 0.0f; switch (this.pSubB.name) { case GameObject.Name.WallTop: this.pMissile.pProxySprite.Set(GameSprite.Name.MissileExplosionRed); TimerManager.Add(TimeEvent.Name.RemoveMissile, this.pEvent, 0.25f); break; case GameObject.Name.ShieldBrick: this.pMissile.pProxySprite.Set(GameSprite.Name.MissileExplosionGreen); TimerManager.Add(TimeEvent.Name.RemoveMissile, this.pEvent, 0.25f); break; case GameObject.Name.Missile: this.pMissile.pProxySprite.Set(GameSprite.Name.MissileExplosionWhite); TimerManager.Add(TimeEvent.Name.RemoveMissile, this.pEvent, 0.25f); break; default: this.pMissile.ResetMissile(); Ship pShip = ShipManager.GetShip(); if (pShip.CurrentStateName != ShipManager.State.Dead) { pShip.Handle(); } break; } //if (this.pSubB.name != GameObject.Name.BlueCrab && this.pSubB.name != GameObject.Name.PurpleOctopus && // this.pSubB.name != GameObject.Name.GreenSquid && this.pSubB.name != GameObject.Name.OrangeSaucer) { // this.pMissile.delta = 0.0f; // this.pMissile.pProxySprite.Set(GameSprite.Name.MissileExplosion); // TimerManager.Add(TimeEvent.Name.RemoveMissile, this.pEvent, 0.25f); //} //else { // this.pMissile.ResetMissile(); // Ship pShip = ShipManager.GetShip(); // if (pShip.CurrentStateName != ShipManager.State.Dead) // { // pShip.Handle(); // } //} }
public override void Notify() { Ship pShip = ShipMan.GetShip(); pShip.Handle(); }