public GameObject CreateFace(Enemy.EEnemyType type) { GameObject face = null; switch (type) { case Enemy.EEnemyType.GIRL: face = _girlFace.Allocate(); break; case Enemy.EEnemyType.GRANNY: face = _grannyFace.Allocate(); break; case Enemy.EEnemyType.TRADER: face = _traderFace.Allocate(); break; case Enemy.EEnemyType.CONDUCTOR: face = _conductorFace.Allocate(); break; } return(face); }
private void SpawnEnemySmall(Enemy.EEnemyType getEnemyType, Vector2 getStartPosition) { Enemy enemy = new Enemy(Content, "graphics/enemysmallss", 48, 48, 1, 6); enemy.Delay = 0.15f; enemy._spriteType = Enemy.ESpriteType.ANIM; enemy.WeaponType = Enemy.EWeaponType.Basic; enemy.EnemyType = getEnemyType; enemy.Position = getStartPosition; enemy.GotoPos = enemy.Position; enemy.MaxHealth = 25; enemy.Health = enemy.MaxHealth; enemy.Score = 100; enemy.WeaponDamage = 10; enemy.BulletDirection = new Vector2(enemy.Position.X, 800) - enemy.Position; Random RandWep = new Random(); int RandWepNum = RandWep.Next(3); if (RandWepNum == 0) { enemy.HasWeapon = true; } EnemyList.Add(enemy); }
public void BigEnemyWave(int getTimerNumber, int getDelay, Enemy.EEnemyType getEnemyType, float getStarPosX, float getStartPosY) { SpawnTimer[getTimerNumber]++; if (SpawnTimer[getTimerNumber] >= getDelay) { SpawnEnemyBig(getEnemyType, new Vector2(getStarPosX, getStartPosY)); SpawnTimer[getTimerNumber] = 0; } }
private void SpawnEnemyBig(Enemy.EEnemyType getEnemyType, Vector2 getStartPosition) { Enemy enemy = new Enemy(Content, "graphics/enemybigss", 64, 64, 1, 6); enemy.Delay = 0.15f; enemy._spriteType = Enemy.ESpriteType.ANIM; enemy.WeaponType = Enemy.EWeaponType.DoubleBarrel; enemy.EnemyType = getEnemyType; enemy.Position = getStartPosition; enemy.GotoPos = enemy.Position; enemy.MaxHealth = 65; enemy.Health = enemy.MaxHealth; enemy.Score = 250; enemy.WeaponDamage = 5; enemy.BulletDirection = new Vector2(enemy.Position.X, 800) - enemy.Position; enemy.HasWeapon = true; EnemyList.Add(enemy); }
public void Free(GameObject face, Enemy.EEnemyType type) { switch (type) { case Enemy.EEnemyType.GIRL: _girlFace.Free(face); break; case Enemy.EEnemyType.GRANNY: _grannyFace.Free(face); break; case Enemy.EEnemyType.TRADER: _traderFace.Free(face); break; case Enemy.EEnemyType.CONDUCTOR: _conductorFace.Free(face); break; } }
public void DespawnEnemy(Enemy.EEnemyType type, Transform instance) { switch (type) { case Enemy.EEnemyType.Slime: enemySlimePool.Despawn(instance); break; case Enemy.EEnemyType.Bat: break; case Enemy.EEnemyType.Dragon: enemyDragonPool.Despawn(instance); break; case Enemy.EEnemyType.Skeleton: enemySkeletonPool.Despawn(instance); break; case Enemy.EEnemyType.Ghost: default: break; } }