//Copy constructor public Weapon(Weapon w) { Projectile = w.Projectile; this.HeadingOffsets = new List<double>(); foreach (var d in w.HeadingOffsets) HeadingOffsets.Add(d); MaxCooldown = w.MaxCooldown; AccOffset = w.AccOffset; CurrCooldown = 0; Heading = w.Heading; }
private void InitializeBases() { ActorHull = new Hull(75, 5, 2); PlayerHull = new Hull(100, 5, 2); ProjectileHull = new Hull(1, -1, 0); baseDestroy = new EffectDestroy(); baseDamage = new EffectDamage(20); baseEngine1 = new Engine(5, 50); baseEngine2 = new Engine(10, 100); baseEngine3 = new Engine(2, 20); Vector2 v = new Vector2(0, 0); baseFriendlyActor = new Actor(v, 10, baseEngine1, PlayerHull, Device); //baseFriendlyActor.AddEffect(baseDestroy); baseFriendlyActor.SetCollision(0); baseEnemyActor = new Actor(v, 10, baseEngine3, ActorHull, Device); baseEnemyActor.SetCollision(2); //baseEnemyActor.AddEffect(baseDestroy); baseProjectile1 = new Actor(v, 5, baseEngine2, ProjectileHull, Device); baseProjectile1.AddEffect(baseDamage); baseProjectile1.SetCollision(1); //baseProjectile1.AddEffect(baseDestroy); List<double> d = new List<double>(); for (int i = 0; i < 3; i++) d.Add(0); baseWeapon1 = new Weapon(baseProjectile1, d, 0.075f, 0.12); InitializeAIStartStop(); InitializeAICloseStop(); InitializeAIHoming(); }
public void AddWeapon(Weapon w) { this.WeaponList.Add(new Weapon(w)); }