public override void Shoot(List <Bullet> enemiesBullets) { if (ReloadingClock.ElapsedTime.AsMilliseconds() <= 30) { return; } Bullet bullet; cannons.CalibrateCannons(Position, Dimensions); switch (cannons.ActualCannon) { case 1: bullet = new Bullet(cannons.Cannon1.Position, cannons.Cannon1.BulletVector); enemiesBullets.Add(bullet); break; case 2: bullet = new Bullet(cannons.Cannon2.Position, cannons.Cannon2.BulletVector); enemiesBullets.Add(bullet); break; case 3: bullet = new Bullet(cannons.Cannon3.Position, cannons.Cannon3.BulletVector); enemiesBullets.Add(bullet); break; case 4: bullet = new Bullet(cannons.Cannon4.Position, cannons.Cannon4.BulletVector); enemiesBullets.Add(bullet); break; case 5: bullet = new Bullet(cannons.Cannon5.Position, cannons.Cannon5.BulletVector); enemiesBullets.Add(bullet); break; case 6: bullet = new Bullet(cannons.Cannon6.Position, cannons.Cannon6.BulletVector); enemiesBullets.Add(bullet); break; } ReloadingClock.Restart(); }
public override void Shoot(List <Bullet> enemiesBullets) { if (ReloadingClock.ElapsedTime.AsMilliseconds() <= 200) { return; } var cannons = new Cannons(Position, Dimensions); var bullet = new Bullet(cannons.Cannon1.Position, cannons.Cannon1.BulletVector); enemiesBullets.Add(bullet); bullet = new Bullet(cannons.Cannon2.Position, cannons.Cannon2.BulletVector); enemiesBullets.Add(bullet); bullet = new Bullet(cannons.Cannon3.Position, cannons.Cannon3.BulletVector); enemiesBullets.Add(bullet); bullet = new Bullet(cannons.Cannon4.Position, cannons.Cannon4.BulletVector); enemiesBullets.Add(bullet); ReloadingClock.Restart(); }