public void LaunchProjectileRight() { Enemy tempEnemy = (Enemy)mFriendlyActor.TargetQueue.PeekFirst(); float tempDamage = CalculateDamage(); PlayProjectileAudio(mFriendlyActor); Projectile tempProjectile; switch (tempEnemy.CreatureType) { case ObjectType.NECROMANCER: tempProjectile = new Projectile(ObjectType.NECROMANCER_PROJECTILE, SpriteState.ATTACK_RIGHT, mFriendlyActor.Sprite.WorldPosition, Hostility.PROJECTILE, mFriendlyActor.TargetQueue.PeekFirst(), mFriendlyActor, tempDamage, this.mContent); break; case ObjectType.ARCANE_MAGE: tempProjectile = new Projectile(ObjectType.ARCANE_MAGE_PROJECTILE, SpriteState.ATTACK_RIGHT, mFriendlyActor.Sprite.WorldPosition, Hostility.PROJECTILE, mFriendlyActor.TargetQueue.PeekFirst(), mFriendlyActor, tempDamage, this.mContent); break; case ObjectType.FIRE_MAGE: tempProjectile = new Projectile(ObjectType.FIRE_MAGE_PROJECTILE, SpriteState.ATTACK_RIGHT, mFriendlyActor.Sprite.WorldPosition, Hostility.PROJECTILE, mFriendlyActor.TargetQueue.PeekFirst(), mFriendlyActor, tempDamage, this.mContent); break; case ObjectType.AXE_THROWER: tempProjectile = new Projectile(ObjectType.AXE_THROWER_PROJECTILE, SpriteState.ATTACK_RIGHT, mFriendlyActor.Sprite.WorldPosition, Hostility.PROJECTILE, mFriendlyActor.TargetQueue.PeekFirst(), mFriendlyActor, tempDamage, this.mContent); break; default: break; } }
public void LaunchProjectileRightAtStructure() { Structure tempStructure = (Structure)mEnemyActor.TargetQueue.PeekFirst(); float tempDamage = CalculateDamage(); PlayProjectileAudio(mEnemyActor); Projectile tempProjectile; switch (mEnemyActor.CreatureType) { case ObjectType.BANSHEE: tempProjectile = new Projectile(ObjectType.BANSHEE_PROJECTILE, SpriteState.ATTACK_RIGHT, mEnemyActor.Sprite.WorldPosition, Hostility.PROJECTILE, mEnemyActor.TargetQueue.PeekFirst(), mEnemyActor, tempDamage, this.mContent); break; case ObjectType.GOG: tempProjectile = new Projectile(ObjectType.GOG_PROJECTILE, SpriteState.ATTACK_RIGHT, mEnemyActor.Sprite.WorldPosition, Hostility.PROJECTILE, mEnemyActor.TargetQueue.PeekFirst(), mEnemyActor, tempDamage, this.mContent); break; default: break; } }