Пример #1
0
    public void Start()
    {
        thrustButton = new Button_Mouse(0);
        thrust       = new float_field(5.0f);

        ShipModule_Projectile  basicAttack = new ShipModule_Projectile(bulletPrefab, 0.2f, 3.0f, 10, 5.0f, 1, 5.0f, false, new Button_Mouse(1), this);
        ShipModule_Beam        beamAttack  = new ShipModule_Beam(qBeam, 1, new Button_Key(KeyCode.Q), this);
        ShipModule_TimedSwitch frenzy      = new ShipModule_TimedSwitch
                                             (
            3.0f,
            new Button_Key(KeyCode.W),
            this,
            new List <IEffect>()
        {
            basicAttack.damage + 10,
            basicAttack.bulletsPerShot + 4,
            basicAttack.firingRate + 10,
            basicAttack.automatic.Setter(true),
            thrust + 5,
        }
                                             );

        modules = new ShipModule[] { basicAttack, beamAttack, frenzy };

        foreach (ShipModule module in modules)
        {
            module.Start();
        }
    }
Пример #2
0
 public ShipModule_Projectile(GameObject bulletPrefab, float baseSpeed, float baseRange, float baseDamage, float baseSpread, int bulletsPerShot, float baseFiringRate, bool automatic, Button button, BasicShip ship) : base(button, ship)
 {
     this.bulletPrefab   = bulletPrefab;
     this.speed          = new float_field(baseSpeed);
     this.range          = new float_field(baseRange);
     this.damage         = new float_field(baseDamage);
     this.spread         = new float_field(baseSpread);
     this.bulletsPerShot = new int_field(bulletsPerShot);
     this.firingRate     = new float_field(baseFiringRate);
     this.automatic      = new bool_field(automatic);
 }
Пример #3
0
 public ShipModule_Beam(LineRenderer beam, float baseDamage, Button button, BasicShip ship) : base(button, ship)
 {
     this.qBeam = beam;
     damage     = new float_field(baseDamage);
 }