public CooldownUI(AddOnAbility addOnAbility, Vector2 size, BaseObject parent = null, string dataAsset = "Sprites\\UI\\InGameUI\\CooldownUI") : base(Vector2.Zero, size, dataAsset, parent) { AddOnAbility = addOnAbility; startingSize = size; Opacity = 0.5f; }
private void SetUpAbilities() { foreach (string abilityString in ShipAddOnData.Abilities) { AddOnAbility ability = null; switch (abilityString) { case "Repair": ability = new RepairAbility("Data\\Abilities\\ShipAddOnAbilities\\Repair", this); break; case "Sell": ability = new SellAbility("Data\\Abilities\\ShipAddOnAbilities\\Sell", this); break; case "Recharge": ability = new RechargeAbility("Data\\Abilities\\ShipAddOnAbilities\\Recharge", (this as ShipShield)); break; case "Auto Reloader": ability = new AutoReloaderAbility("Data\\Abilities\\ShipAddOnAbilities\\AutoReloader", (this as ShipKineticTurret)); break; case "Missile Barrage": ability = new MissileBarrageAbility("Data\\Abilities\\ShipAddOnAbilities\\MissileBarrage", (this as ShipMissileTurret)); break; case "Afterburn": ability = new AfterburnAbility("Data\\Abilities\\ShipAddOnAbilities\\Afterburn", (this as ShipEngine)); break; } ability.LoadContent(); Abilities.Add(ability); } }
public AddOnAbilityUI(AddOnAbility ability, Vector2 localPosition, Vector2 size, BaseObject parent, float lifeTime = float.MaxValue) : base(localPosition, size, ability.AddOnAbilityData.TextureAsset, parent, lifeTime) { Ability = ability; ScreenHoverUI = new Label(ability.AddOnAbilityData.DisplayName, new Vector2(0, Parent.Size.Y * 0.5f + SpriteFont.LineSpacing * 0.5f + 10), Color.White, parent); }