예제 #1
0
파일: Tower.cs 프로젝트: preetum/archive
        public Tower(BuilduingTypeInfo info, string type, Vector2 pos)
            : base(info, type, pos)
        {
            string[] coms = new string[info.Attacks.Length + info.SpawnAttacks.Length];


            meleAtks = new ArealAttack[info.Attacks.Length];
            int count = 0;

            foreach (AttackTypeInfo atk in info.Attacks)
            {
                coms[count]     = "Mele " + count;
                meleAtks[count] = new ArealAttack(atk, this);
                count++;
            }

            spawnAtks = new SpawnAttack[info.SpawnAttacks.Length];
            count     = 0;
            foreach (SpawnAttackTypeInfo atk in info.SpawnAttacks)
            {
                coms[count + meleAtks.Length] = atk.SpawnActor + "-" + atk.Number;
                spawnAtks[count] = new SpawnAttack(atk, this);
                count++;
            }

            menu = new ActorMenu(this, coms);
            menu.CommandInvoked += new MenuItemPressed(menu_CommandInvoked);
            curSpawn             = 0;
            curMele              = 0;
            updateMenuInfo();

            AI = new TowerAI(this);
        }
예제 #2
0
        public FatherUnit(UnitTypeInfo info, string type, Vector2 pos)
            : base(UnitConverter.CreatePolygon(info.Polygon, pos))
        {
            this.Position = polygon.Center;
            this.Inertia  = info.Inertia;
            fullHp        = info.Health;
            Health        = info.Health;
            Defense       = new Damage(info.Defense);

            if ((info.Attacks.Length > 0) && !info.Attacks[0].Null)
            {
                mele = new ArealAttack(info.Attacks[0], this);
            }
            if (info.SpawnAttacks.Length != 0)
            {
                spAtk = new SpawnAttack(info.SpawnAttacks[0], this);
            }

            this.Type       = type;
            this.workPerSec = info.WorkPower;
            this.workPd     = info.WorkPeriod;

            this.MaxSpeed       = info.Speed;
            this.AI             = UnitConverter.CreateAI(info.AIType, this, MaxSpeed);
            this.CollisionClass = UnitConverter.CreateCollisionType(info.CollisionType);

            IdleAnimation   = UnitConverter.CreateAnimation(polygon, info.IdleAnimation);
            MoveAnimation   = UnitConverter.CreateAnimation(polygon, info.MoveAnimation);
            WorkAnimation   = UnitConverter.CreateAnimation(polygon, info.WorkAnimation);
            MeleeAnimation  = UnitConverter.CreateAnimation(polygon, info.MeleeAnimation);
            RangedAnimation = UnitConverter.CreateAnimation(polygon, info.RangedAnimation);

            SetBaseAnimation(IdleAnimation);

            this.SightRange = info.SightRange;

            unitMenu            = new ActorMenu(this);
            unitMenu.DisplayBar = true;

            IsRotatable = info.Rotatable;

            DrawDepth = Omron.Framework.DrawPriority.UnitDepth;
        }