Пример #1
0
        public void BeginInvasion()
        {
            if (!Enabled)
            {
                return;
            }

            RemoveSpawn();

            CurrentWave = 1;
            InvasionType newType;
            City         newCity;

            do
            {
                newType = (InvasionType)Utility.Random(10);
            }while (newType == InvasionType);

            do
            {
                newCity = (City)Utility.Random(9);
            }while (newCity == CurrentInvasion);

            CurrentInvasion = newCity;
            InvasionType    = newType;
            SpawnZones      = Defs[CurrentInvasion].SpawnRecs.ToList();

            Beacon = new InvasionBeacon(this);
            Beacon.MoveToWorld(Defs[CurrentInvasion].BeaconLoc, Map);

            // Shuffle zones
            for (int i = 0; i < 8; i++)
            {
                var rec = SpawnZones[Utility.Random(SpawnZones.Count)];
                SpawnZones.Remove(rec);
                SpawnZones.Insert(0, rec);
            }

            SpawnWave();
        }
Пример #2
0
 public BeaconItem(InvasionBeacon beacon)
     : base(18223)
 {
     Movable = false;
     Beacon = beacon;
 }
Пример #3
0
 public BeaconItem(InvasionBeacon beacon)
     : base(18223)
 {
     Movable = false;
     Beacon  = beacon;
 }
Пример #4
0
		public void BeginInvasion()
		{
            if (!Enabled)
                return;

            RemoveSpawn();

			CurrentWave = 1;
			InvasionType newType;
            City newCity;
			
			do
			{
				newType = (InvasionType)Utility.Random(10);
			}
			while(newType == this.InvasionType);

            do
            {
                newCity = (City)Utility.Random(9);
            }
            while (newCity == this.CurrentInvasion);

            this.CurrentInvasion = newCity;
			this.InvasionType = newType;
			SpawnZones = Defs[CurrentInvasion].SpawnRecs.ToList();

			Beacon = new InvasionBeacon(this);
            Beacon.MoveToWorld(Defs[CurrentInvasion].BeaconLoc, this.Map);

			// Shuffle zones
			for(int i = 0; i < 8; i++)
			{
				var rec = SpawnZones[Utility.Random(SpawnZones.Count)];
				SpawnZones.Remove(rec);
				SpawnZones.Insert(0, rec);
			}

			SpawnWave();
		}