public override void Init(GameState s, GameplayController c, object args) { ButtonQueue = new Queue<ACBuildingButtonController>(); QueueTimer = float.MaxValue; CurrentButton = null; QueueCap = 5; }
public override void Init(GameState s, GameplayController c) { ActivityInterval = 10; ExtractAmount = 10; currTime = 0; Enabled = true; }
public override void Init(GameState s, GameplayController c, object initArgs) { resources = new List<RTSBuilding>(); Point p = HashHelper.Hash(building.GridStartPos, s.CGrid.numCells, s.CGrid.size); harvestradius = 5; hStart = new Point( Math.Max(0, p.X - harvestradius), Math.Max(0, p.Y - harvestradius) ); hEnd = new Point( Math.Min(s.CGrid.numCells.X - 1, p.X + harvestradius), Math.Min(s.CGrid.numCells.Y - 1, p.Y + harvestradius) ); }
public override void Init(RTSEngine.Data.GameState s, RTSEngine.Controllers.GameplayController c, object args) { cc = unit.CombatController; mc = unit.MovementController; unit.TargetingOrders = BehaviorFSM.TargetPassively; unit.CombatOrders = BehaviorFSM.UseMeleeAttack; unit.MovementOrders = BehaviorFSM.JustMove; SetState(BehaviorFSM.Rest); teamIndex = unit.Team.Index; // Worker Specific Stuff targetResource = null; targetDistro = null; depositing = false; }
public override void Init(GameState s, GameplayController c, object args) { }
public override void Init(GameState s, GameplayController c, object args) { cc = unit.CombatController; mc = unit.MovementController; unit.TargetingOrders = BehaviorFSM.TargetPassively; unit.CombatOrders = BehaviorFSM.UseRangedAttack; unit.MovementOrders = BehaviorFSM.JustMove; SetState(BehaviorFSM.Rest); teamIndex = unit.Team.Index; origin = unit.GridPosition; }
public override void Init(GameState s, GameplayController c, object args) { Pathfinder = c.pathfinder; NetForce = Vector2.Zero; }
public override void Init(GameState s, GameplayController c, object args) { state = s; initArgs = args == null ? null : args as AnimationInitArgs; if(initArgs == null) initArgs = AnimationInitArgs.Default; alRest = new AnimationLoop(initArgs.Splices[0].X, initArgs.Splices[0].Y); alRest.FrameSpeed = initArgs.Speeds[0]; alWalk = new AnimationLoop(initArgs.Splices[1].X, initArgs.Splices[1].Y); alWalk.FrameSpeed = initArgs.Speeds[1]; alMelee = new AnimationLoop(initArgs.Splices[2].X, initArgs.Splices[2].Y); alMelee.FrameSpeed = initArgs.Speeds[2]; alPrepareFire = new AnimationLoop(initArgs.Splices[3].X, initArgs.Splices[3].Y); alPrepareFire.FrameSpeed = initArgs.Speeds[3]; alFire = new AnimationLoop(initArgs.Splices[4].X, initArgs.Splices[4].Y); alFire.FrameSpeed = initArgs.Speeds[4]; alDeath = new AnimationLoop(initArgs.Splices[5].X, initArgs.Splices[5].Y); alDeath.FrameSpeed = initArgs.Speeds[5]; SetAnimation(BehaviorFSM.None); System.Threading.Interlocked.Exchange(ref isInit, 1); }
public override void Init(GameState s, GameplayController c, object args) { UnitType = (int)args; }
public override void Init(GameState s, GameplayController c, object args) { pathfinder = c.pathfinder; }
public override void Init(GameState s, GameplayController c, object args) { tc = squad.TargetingController as Targeting; mc = squad.MovementController as Movement; }
public override void Init(GameState s, GameplayController c, object args) { teamIndex = squad.Team.Index; }