Пример #1
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 //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;
 }
Пример #2
0
 /** 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;
 }
Пример #3
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 /* 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;
 }
Пример #4
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 //        =========		ATTACK TYPE		==========
 /** SpawnTDS.AttackType "NO attack" */
 SpawnTDS.AttackType at_no()
 {
     SpawnTDS.AttackType at = new SpawnTDS.AttackType();
     at.type = SpawnTDS.AttackType.T.None;
     return at;
 }