public bool PickupUpgrade(UpgradeBomb upgrade) { return ListOfUpgradeBomb.Remove(upgrade); }
public Player AddAndApplyUpgradeBomb(UpgradeBomb u) { _upgradesBomb.Add(u); return ApplyUpgradeBomb(u); }
public Player ApplyUpgradeBomb(UpgradeBomb u) { if(BombSecond == u.Type && this.stack > 2) { stack = stack/2; Dispatcher.Invoke(System.Windows.Threading.DispatcherPriority.Normal, new Action(() => InGameMenu._.BombStack[this.Id].Source = Texture._.TypetextureList["Stack_" + stack])); Dispatcher.Invoke(System.Windows.Threading.DispatcherPriority.Normal, new Action(() =>InGameMenu._.BombStack[this.Id].Opacity = 1)); }else { stack = 8; Dispatcher.Invoke(System.Windows.Threading.DispatcherPriority.Normal, new Action(() =>InGameMenu._.BombStack[this.Id].Source = Texture._.TypetextureList["Stack_" + stack])); Dispatcher.Invoke(System.Windows.Threading.DispatcherPriority.Normal, new Action(() =>InGameMenu._.BombStack[this.Id].Opacity = 1)); this.BombSecond = u.Type; Dispatcher.Invoke(System.Windows.Threading.DispatcherPriority.Normal, new Action(() => InGameMenu._.BombImage[this.Id].Source = Texture._.TypetextureList["UpgradeBomb." + this.BombSecond])); } return this; }
public SoftBlock(int x, int y, Upgrade u = null, UpgradeBomb bt = null) : base(x, y) { _myUpgrade = u; _myBombSec = bt; }