// Add weapon parameter (obj/str) public AntiAirVehicle(int maxHealth, bool requiredForVictory) : base(maxHealth, "enemy_antiair_body", "enemy_antiair_destroyed", "antiair") { _requiredForVictory = requiredForVictory; _type = "antiair"; Scale = new Vector2(0.4f, 0.4f); TextureNameWeapon = "enemy_antiair_weapon"; _weapon = new AntiAirCannon(this); }
// Add weapon parameter (obj/str) public BossAntiAir(int maxHealth, bool requiredForVictory) : base(maxHealth, "enemy_antiair_body", "enemy_antiair_destroyed", "bossantiair") { Scale = new Vector2(1.3f, 1.3f); WeaponScale = new Vector2(1f, 1f); TextureNameWeapon = "enemy_antiair_weapon"; _weapon1 = new AntiAirCannon(this); _weapon1.Position = new Vector2(60, 110); _weapon1.setGunLength(100); _weapon2 = new AntiAirCannon(this); _weapon2.Position = new Vector2(180, 65); _weapon2.setGunLength(100); RequiredForVictory = requiredForVictory; }