//Aim and Target should probably have switched names. /** SpawnTDS.AttackType LaserTarget (laser Fired Towards Player) */ SpawnTDS.AttackType at_lt(float fireInterval) { SpawnTDS.AttackType at = new SpawnTDS.AttackType(); at.type = SpawnTDS.AttackType.T.LaserTarget; at.fireInterval = fireInterval; return at; }
/** SpawnTDS.AttackType HomingMissile (homing missile) */ SpawnTDS.AttackType at_hm(float fireInterval) { SpawnTDS.AttackType at = new SpawnTDS.AttackType(); at.type = SpawnTDS.AttackType.T.HomingMissile; at.fireInterval = fireInterval; return at; }
/* SpawnTDS.AttackType LaserAim (laser aimed at fixed location) * only implemented for Elite for now. */ SpawnTDS.AttackType at_la(float tx, float ty, float fireInterval) { SpawnTDS.AttackType at = new SpawnTDS.AttackType(); at.type = SpawnTDS.AttackType.T.LaserAim; at.fireInterval = fireInterval; at.target = new Vector3(tx, ty, 0); return at; }
// ========= ATTACK TYPE ========== /** SpawnTDS.AttackType "NO attack" */ SpawnTDS.AttackType at_no() { SpawnTDS.AttackType at = new SpawnTDS.AttackType(); at.type = SpawnTDS.AttackType.T.None; return at; }