public override void OnBulletHit(BulletHitEvent evnt) { if (bullet != evnt.Bullet) { Out.WriteLine("Failed bullet identity"); } }
public override void OnBulletHit(BulletHitEvent evnt) { var predictor = this.BulletStrategies[evnt.Bullet]; this.Predictors[predictor].Hits += 1; this.ShotsHit++; }
public override void OnBulletHit(BulletHitEvent e) { // ITargetPredictor predictor = this.BulletStrategies[evnt.Bullet]; // PredictorStats local1 = this.Predictors[predictor]; // local1.Hits++; // this.ShotsHit++; base.OnBulletHit(e); }
public override void OnBulletHit(BulletHitEvent evnt) { if (evnt.VictimEnergy == 0) { kills++; Console.WriteLine(String.Format("Deaths = {0}, Kills = {1}", deaths, kills)); } }
public void OnBulletHit(BulletHitEvent evnt) { }
/// <inheritdoc /> public virtual void OnBulletHit(BulletHitEvent evnt) { }
public void OnBulletHit(BulletHitEvent evnt) { count(evnt); }
public override void OnBulletHit(BulletHitEvent evnt) { publisher.publish(evnt); }
public override void OnBulletHit(BulletHitEvent hitData) { if (Enemy.Name == hitData.VictimName) { Enemy.Energy = hitData.VictimEnergy; } }
public override void OnBulletHit(BulletHitEvent evnt) { this.ExpectedFoeEnergy -= evnt.Bullet.GetDamage(); }
/// <summary> /// Handle hitting another target with a bullet from our gun. In this case, recording the enemy's current /// energy state. /// </summary> /// <param name="evnt">The <c>BulletHitEvent</c> args describing the target's state when our bullet hit.</param> public override void OnBulletHit(BulletHitEvent evnt) { _enemyPreviousEnergy = evnt.VictimEnergy; }