public void AddWeapon(Weapon weapon) { _weapons.Add(weapon); if (_currentWeapon == null) SetCurrentWeapon(0); }
private void LoadFeatures() { Weapon gun1, sword1, tazer; gun1 = new ShootableWeapon(); gun1.TextureName = "gun"; gun1.Initialize(); sword1 = new Weapon(); sword1.TextureName = "sword"; sword1.Initialize(); tazer = new Weapon(); tazer.TextureName = "tazer"; tazer.Initialize(); IStrategyBehavior curiousStrategy, survivalStrategy, carefullStrategy; curiousStrategy = new CuriousStrategy(); survivalStrategy = new SurvivalStrategy(); carefullStrategy = new CarefullStrategy(); IAttackBehavior Throwattack; Throwattack = new ThrowAttack(); ((ThrowAttack)Throwattack).SetLevel(_selectedLevel); _featureLoader.AddAttack("ThrowAttack", Throwattack); IAttackBehavior headRollAttack = new HeadRollAttack(); _featureLoader.AddAttack("headroll", headRollAttack); IAttackBehavior instaAttack = new InstaAttack(); _featureLoader.AddAttack("InstaAttack", instaAttack); ((InstaAttack)instaAttack).Initialize(); IAttackBehavior minonsAttack = new MinionAttack(); _featureLoader.AddAttack("MinionsAttack", minonsAttack); IBoostBehavior meditationBoost; meditationBoost = new MeditationBoost(_textureLoader.GetTexture("meditationWings")); _featureLoader.AddBoost("MeditationBoost", meditationBoost); IBoostBehavior drinkBoost; drinkBoost = new DrinkBoost(); _featureLoader.AddBoost("DrinkBoost", drinkBoost); IBoostBehavior calculatorBoost; calculatorBoost = new CalculatorBoost(_textureLoader.GetTexture("Boost")); _featureLoader.AddBoost("CalcBoost", calculatorBoost); _featureLoader.addStrategy("curious", curiousStrategy); _featureLoader.addStrategy("survival", survivalStrategy); _featureLoader.addStrategy("carefull", carefullStrategy); _featureLoader.AddWeapon("gun", gun1); _featureLoader.AddWeapon("sword", sword1); _featureLoader.AddWeapon("tazer", tazer); }
public void SetCurrentWeapon(int which) { _currentWeapon = _weapons.ElementAt(which); _currentWeapon.Position = Position; }