protected GameUnit(UnitBlueprint blueprint, Tile <TileInfo> currentTile) { if (!currentTile.IsValid) { throw new ArgumentOutOfRangeException(); } Blueprint = blueprint; anchorTile = currentTile; currentMovementDir = Direction.Unknown; Health = blueprint.Health; }
public void QueueEnemies(UnitBlueprint blueprint, int num) { var spawnTime = Game.Time + queueingDelay; if (spawnQueue.Count > 0 && spawnQueue.Last.Value.Item1 + timeBetweenSpawns > spawnTime) { spawnTime = spawnQueue.Last.Value.Item1 + timeBetweenSpawns; } for (var i = 0; i < num; i++) { spawnQueue.AddLast(new Tuple <Instant, UnitBlueprint>(spawnTime, blueprint)); spawnTime += timeBetweenSpawns; } }
public EnemyUnit(UnitBlueprint blueprint, Tile <TileInfo> currentTile) : base(blueprint, currentTile) { }
private void spawnEnemy(UnitBlueprint blueprint) { this.Sync(SpawnEnemy.Command, tile, blueprint); }