public AntiAirCannon(IPoorWeaponHolder owner) : base(owner) { firstBurst = true; bulletsThisBurst = 0; _burstTimer = new Stopwatch(); _burstTimer.Start(); _muzzleFlashBig = new MuzzleFlashBig(EngineManager.Game, 4); EngineManager.Game.Components.Add(_muzzleFlashBig); _muzzleFlash = new MuzzleFlash(EngineManager.Game, 4); EngineManager.Game.Components.Add(_muzzleFlash); setGunLength(45f); /* gunOffset = new Vector2[4]; gunOffset[0] = new Vector2(0, -3); gunOffset[1] = new Vector2(-3, 0); gunOffset[2] = new Vector2(-6, 3); gunOffset[3] = new Vector2(3, -6); GunLength = 45f; */ }
public override void Initialize() { base.Initialize(); _explosionParticles = new ExplosionParticleSystem(EngineManager.Game, 3); _groundExplosion = new GroundExplosion(EngineManager.Game, 8); _projectileHit = new ProjectileHit(EngineManager.Game, 5); _shrapnelExplosion = new ShrapnelExplosion(EngineManager.Game, 3); _blackSmoke = new BlackSmoke(EngineManager.Game, 3); _whiteSmoke = new WhiteSmoke(EngineManager.Game, 3); _groundDust = new GroundDust(EngineManager.Game, 3); _muzzleFlash = new MuzzleFlash(EngineManager.Game, 3); _fire = new Fire(EngineManager.Game, 3); _explosionParticles.Initialize(); _groundExplosion.Initialize(); _projectileHit.Initialize(); _shrapnelExplosion.Initialize(); _blackSmoke.Initialize(); _whiteSmoke.Initialize(); _groundDust.Initialize(); _muzzleFlash.Initialize(); _fire.Initialize(); }