public static void Fire(WeaponUpgradeTypeEnum type, Projectile projectile, float force, IShotLocations shotLocations) { switch (type) { case WeaponUpgradeTypeEnum.None: break; case WeaponUpgradeTypeEnum.Normal: NormalShot(projectile, force, shotLocations.Normal().position); break; case WeaponUpgradeTypeEnum.Left: NormalShot(projectile, force, shotLocations.Left().position); break; case WeaponUpgradeTypeEnum.Right: NormalShot(projectile, force, shotLocations.Right().position); break; case WeaponUpgradeTypeEnum.Double: break; case WeaponUpgradeTypeEnum.AngleLeft: AngleShot(projectile, force, shotLocations.Normal().position, 20); break; case WeaponUpgradeTypeEnum.AngleRight: AngleShot(projectile, force, shotLocations.Normal().position, -20); break; default: break; } }
public void AddWeapon(WeaponUpgradeTypeEnum type, float?expireInSeconds = null) { var existingType = currentWeapons.FirstOrDefault(x => x.Weapon == type); if (existingType == null) { currentWeapons.Add(new WeaponType(type, expireInSeconds)); } else if (expireInSeconds.HasValue) { existingType.ExpiresInSeconds = expireInSeconds.Value; } }
public void AddWeapon(WeaponUpgradeTypeEnum type, float?expireInSeconds = null) { playerShoot.AddWeapon(type, expireInSeconds); }
public WeaponType(WeaponUpgradeTypeEnum weapon, float?expiresInSeconds) { Weapon = weapon; ExpiresInSeconds = expiresInSeconds; }