public BEnemyship(Node node, Vector2 pos,List<BWeapon> weapons,Layer weaponLayer, string path) : base(node,pos,25,25, ContactType.Enemy,null,null,path) { this.weaponLayer =weaponLayer; //this.ToContact //this.beContact //随机AI间隔 float rnd = Maths.Rnd.Next(1,5)*0.1f; aiticker = new Ticker(rnd); //随机锁敌半径 lockRadius =Maths.Rnd.Next(500,900); //随机追踪间隔 trackCd = new Countdown(Maths.Rnd.Next(10,50)*0.1f); this.Speed = 3.2f; inertiaSpeed = 1.83f; TrackAction = new BTracker (Body, ref this.Speed, 0.025f, 0.0025f); lockRadius *= lockRadius; HP = 220; for(int i= 0;i < weapons.Count;i++) { weapons[i].ChangeMaster(this); } this.Weapon = new BWeaponSystem(this,weapons,weaponLayer); }
public MenuButton(Node node,string path,SelectTodo selectTodo,int num) : base(node) { Num = num; this.selectTodo = selectTodo; var vector = new Vector2(0,90 + Num * 60); Image = new SpriteX(this,path,vector,new Vector2i(1,2),new Vector2i(1,1)); Image.Color.A = 0; ShowTime = new Ticker(0.65f + Num*0.12f); }
public void UnShow() { isEnd = true; ShowTime = new Ticker(0.65f); }
private void UnShowMenuButton() { ticker = new Ticker(0.7f); SelectButton = -1; CanBeControl = false; foreach(MenuButton mb in ButtonList) mb.UnShow(); }
public void ShowMenu() { menuBG = new MenuBGObject(this); ButtonList = new List<MenuButton>(); ticker = new Ticker(1.5f); Sce.Pss.HighLevel.GameEngine2D.Scheduler.Instance.Schedule(this, UpdateFrame, 0.0f, false); ShowMenuButton(MenuType.Planet); isMenuShow = true; }
public void Contiund() { for(int i = 0;i < ButtonList.Count;i++) { ButtonList[i].Remove(); } ButtonList = new List<MenuButton>(); ticker = new Ticker(1.5f); ShowMenuButton(ChangeMenu); ChangeMenu = MenuType.None; Sce.Pss.HighLevel.GameEngine2D.Scheduler.Instance.Schedule(this, UpdateFrame, 0.0f, false); isPause = false; }
public void UnShow() { ShowTime = new Ticker(0.5f - Num*0.08f); isEnd = true; }