public Collectable CreateNewEnergyCollectable() { Collectable energyCollectable = new Collectable(Game, RandomCollectableSpawnLocation(), FloatMathHelper.Max(MINIMUM_ENERGY_COLLECTABLE_LIFETIME, RandomHelper.NextRandomDouble() * MAXIMUM_ENERGY_COLLECTABLE_LIFETIME), CollectableEntityType.Energy); this.AddCollectable(energyCollectable); return(energyCollectable); }
public Collectable CreateNewShotgunAmmoCollectable() { Collectable shotgunAmmoCollectable = new Collectable(Game, RandomCollectableSpawnLocation(), FloatMathHelper.Max(MINIMUM_SHOTGUN_AMMO_COLLECTABLE_LIFETIME, RandomHelper.NextRandomDouble() * MAXIMUM_SHOTGUN_AMMO_COLLECTABLE_LIFETIME), CollectableEntityType.ShotgunAmmo); this.AddCollectable(shotgunAmmoCollectable); return(shotgunAmmoCollectable); }
public Collectable CreateNewGasolineCollectable() { Collectable gasolineCollectable = new Collectable(Game, RandomCollectableSpawnLocation(), FloatMathHelper.Max(MINIMUM_GASOLINE_COLLECTABLE_LIFETIME, RandomHelper.NextRandomDouble() * MAXIMUM_GASOLINE_COLLECTABLE_LIFETIME), CollectableEntityType.Gasoline); this.AddCollectable(gasolineCollectable); return(gasolineCollectable); }
public Collectable CreateNewPistolAmmoCollectable() { Collectable pistolAmmoCollectable = new Collectable(Game, RandomCollectableSpawnLocation(), FloatMathHelper.Max(MINIMUM_PISTOL_AMMO_COLLECTABLE_LIFETIME, RandomHelper.NextRandomDouble() * MAXIMUM_PISTOL_AMMO_COLLECTABLE_LIFETIME), CollectableEntityType.PistolAmmo); this.AddCollectable(pistolAmmoCollectable); return(pistolAmmoCollectable); }
public Collectable CreateNewHealthCollectable() { Collectable healthCollectable = new Collectable(Game, RandomCollectableSpawnLocation(), FloatMathHelper.Max(MINIMUM_HEALTH_COLLECTABLE_LIFETIME, RandomHelper.NextRandomDouble() * MAXIMUM_HEALTH_COLLECTABLE_LIFETIME), CollectableEntityType.Health); this.AddCollectable(healthCollectable); return(healthCollectable); }