public void InitWeapons() { ClearAbilities(); if (MeleeWeaponModel != null && !MeleeWeaponModel.IsRemoved) { MeleeWeaponModel.Remove(); } if (RangedWeaponModel != null && !RangedWeaponModel.IsRemoved) { RangedWeaponModel.Remove(); } switch (MeleeWeapon) { case MeleeWeapons.Sword: AddAbility(new SwordThrust()); MeleeWeaponModel = new Props.Sword1 { OrientationRelation = OrientationRelation.Absolute }; meleeWeapon = "sword"; break; case MeleeWeapons.MayaHammer: AddAbility(new HammerThrust()); MeleeWeaponModel = new Props.MayaHammer1 { OrientationRelation = OrientationRelation.Absolute }; meleeWeapon = "hammer"; break; case MeleeWeapons.Spear: AddAbility(new SpearThrust()); MeleeWeaponModel = new Props.Spear1 { OrientationRelation = OrientationRelation.Absolute }; meleeWeapon = "spear"; break; } AddChild(MeleeWeaponModel); var slam = new Slam(); slam.Start += new System.Action(slam_Start); slam.End += new System.Action(slam_End); AddAbility(slam); switch (RangedWeapon) { case RangedWeapons.Rifle: AddAbility(new Blast()); RangedWeaponModel = new Props.Rifle1 { OrientationRelation = OrientationRelation.Absolute }; break; case RangedWeapons.HandCannon: AddAbility(new CannonballShot()); RangedWeaponModel = new Props.HandCannon1 { OrientationRelation = OrientationRelation.Absolute }; break; case RangedWeapons.Fire: AddAbility(new BurningBlast()); RangedWeaponModel = new Props.Rifle1 { OrientationRelation = OrientationRelation.Absolute }; break; case RangedWeapons.GatlingGun: AddAbility(new GatlingGun()); RangedWeaponModel = new Props.GatlingGun1 { OrientationRelation = OrientationRelation.Absolute }; break; case RangedWeapons.Blaster: AddAbility(new Blaster()); RangedWeaponModel = new Props.HandMortar1 { OrientationRelation = OrientationRelation.Absolute }; break; } AddChild(RangedWeaponModel); //AddAbility(new Revolver()); AddAbility(new GhostBullet()); }
//Effects.RageFire rageHaloEffect; //Effects.RagePulse1 rageEffectLeftHand; private void ChangeMeleeModel() { if (MeleeWeaponModel != null && !MeleeWeaponModel.IsRemoved) { MeleeWeaponModel.Remove(); } if (RageLevel >= 4) { if (meleeWeapon == "spear") { MeleeWeaponModel = new Client.Game.Map.Props.Spear3() { OrientationRelation = OrientationRelation.Absolute } } ; else if (meleeWeapon == "sword") { MeleeWeaponModel = new Client.Game.Map.Props.Sword3() { OrientationRelation = OrientationRelation.Absolute } } ; else { MeleeWeaponModel = new Client.Game.Map.Props.MayaHammer3() { OrientationRelation = OrientationRelation.Absolute } }; } else if (RageLevel >= 2) { if (meleeWeapon == "spear") { MeleeWeaponModel = new Client.Game.Map.Props.Spear2() { OrientationRelation = OrientationRelation.Absolute } } ; else if (meleeWeapon == "sword") { MeleeWeaponModel = new Client.Game.Map.Props.Sword2() { OrientationRelation = OrientationRelation.Absolute } } ; else { MeleeWeaponModel = new Client.Game.Map.Props.MayaHammer2() { OrientationRelation = OrientationRelation.Absolute } }; } else { if (meleeWeapon == "spear") { MeleeWeaponModel = new Client.Game.Map.Props.Spear1() { OrientationRelation = OrientationRelation.Absolute } } ; else if (meleeWeapon == "sword") { MeleeWeaponModel = new Client.Game.Map.Props.Sword1() { OrientationRelation = OrientationRelation.Absolute } } ; else { MeleeWeaponModel = new Client.Game.Map.Props.MayaHammer1() { OrientationRelation = OrientationRelation.Absolute } }; } AddChild(MeleeWeaponModel); }