public Enemy(ContentManager content, EEnemy type) { //Load correct spriteSheets for the enemy type this.type = type; switch (type) { case EEnemy.Yellow: //Load Sprites for Animation idleSpriteSheet = content.Load <Texture2D>("Animation/Enemy/128x128_IdleSheetEnemy"); runSpriteSheet = content.Load <Texture2D>("Animation/Enemy/128x128_RunSheetEnemy"); jumpSpriteSheet = content.Load <Texture2D>("Animation/Enemy/128x128_JumpSheetEnemy"); attackSpriteSheet = content.Load <Texture2D>("Animation/Enemy/128x128_AttackSheetEnemy"); deadSpriteSheet = content.Load <Texture2D>("Animation/Enemy/128x128_DeadSheetEnemy"); characterSprite = content.Load <Texture2D>("Tile/Stone"); break; case EEnemy.Red: //Load Sprites for Animation idleSpriteSheet = content.Load <Texture2D>("Animation/Enemy/128x128_IdleSheetEnemy2"); runSpriteSheet = content.Load <Texture2D>("Animation/Enemy/128x128_RunSheetEnemy2"); jumpSpriteSheet = content.Load <Texture2D>("Animation/Enemy/128x128_JumpSheetEnemy2"); attackSpriteSheet = content.Load <Texture2D>("Animation/Enemy/128x128_AttackSheetEnemy2"); deadSpriteSheet = content.Load <Texture2D>("Animation/Enemy/128x128_DeadSheetEnemy2"); characterSprite = content.Load <Texture2D>("Tile/Stone"); break; } //Create Animation idleAnimation = new Animation(idleSpriteSheet, 5, 2, 128, 128, new TimeSpan(0, 0, 0, 0, 100)); runAnimation = new Animation(runSpriteSheet, 4, 2, 128, 128, new TimeSpan(0, 0, 0, 0, 100)); jumpAnimation = new Animation(jumpSpriteSheet, 5, 2, 128, 128, new TimeSpan(0, 0, 0, 0, 100)); attackAnimation = new Animation(attackSpriteSheet, 4, 2, 128, 128, new TimeSpan(0, 0, 0, 0, 100)); deadAnimation = new Animation(deadSpriteSheet, 5, 2, 128, 128, new TimeSpan(0, 0, 0, 0, 100)); //Reset curtain variables currentAnimationState = EAnimation.Idle; isAlive = true; bounds = characterSprite.Bounds; random = new Random(); //Enemy Cooldowns life = 3; lifeCooldown = 500f; movementCountdown = 500f; hitCooldown = 500f; deadCooldown = 900f; }
public void KillSomething(EEnemy type, GameObject theDead) { switch (type.ToString()) { case "SHIP": m_Ship.m_ShipExperience += theDead.GetComponent <Ship>().m_ExperienceWin; break; case "MOSS": break; case "CAMP": break; } }
public void KillSomething(EEnemy type, GameObject theDead) { switch (type.ToString()) { case "SHIP": m_Ship.m_ShipExperience += theDead.GetComponent<Ship>().m_ExperienceWin; break; case "MOSS": break; case "CAMP": break; } }
internal Configuration() { if (Common == null) { Common = new CCommon(); } if (Path == null) { Path = new PPath(); } if (Mods == null) { Mods = new MMods(); } if (Aircraft == null) { Aircraft = new AAircraft(); } if (Weapon == null) { Weapon = new WWeapon(); } if (Enemy == null) { Enemy = new EEnemy(); } if (Other == null) { Other = new OOther(); } }
public int GetUnitCount(EEnemy eEnemy) { return(characterSystem.GetUnitCount(eEnemy)); }
public Enemy(int id, EModelName name, int level, EBaseModelType baseType, ERaceType race, EProfessionType profession, EGenderType gender, EEnemy enemyType, int expDrop, int hp, int damage) : base(id, name, level, baseType, race, profession, gender) { this.EnemyType = enemyType; this.ExpDrop = expDrop; this.HP = hp; this.Damage = damage; }