Пример #1
0
        public void build_structure(Structure S, Team new_team)
        {
            if(new_team != null)
                team = new_team;

            Building = S;
        }
Пример #2
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        public static Structure create(Structure_Type_e type, Team team_, iTile tile)
        {
            Structure st;

            switch(type)
            {
                case Structure_Type_e.SNOWMAN:
                    st =  new Snowman(team_, tile);
                    break;
                case Structure_Type_e.FORT:
                    st =  new Fort(team_, tile);
                    break;
                case Structure_Type_e.SNOW_FACTORY:
                    st =  new Snow_Factory(team_, tile);
                    break;
                case Structure_Type_e.HEALING_POOL:
                    st =  new Healing_Pool(team_, tile);
                    break;
            /*			case Structure_Type_e.TREE:
                    st = new Tree(team_, tile );
                    break;
                case Structure_Type_e.BASE:
                    st = new Base(team_, tile);
                    break;
            */
                default:
                    throw new Exception("Invalid Structure Type");

            }

            tile.build_structure(st, team_);
            GM_Proxy.Instance.add_structure(st);
            return st;
        }
Пример #3
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        public Snow_Factory(Team team, iTile tile_)
            : base(team, tile_)
        {
            produce_snow();

            //		animation_state = new Present_wrapped();
        }
Пример #4
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        public void destroy_structure()
        {
            if(has_building())
                Building.mark_for_deletion();

            team = null;
            Building = null;
        }
Пример #5
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        public Snowman(Team team, iTile tile_)
            : base(team, tile_)
        {
            //			animation_state = new Present_wrapped();

            left = true;
            left_launch = center - new Vector3(50, 0,0);
            right_launch = center + new Vector3(50, 0,0);
            //			targeting_delay.start();
            //			reload_time.start();
        }
Пример #6
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        public Snowball(Team _team, Vector3 center_, Vector3 size_)
            : base(center_, size_, Globals.Game_Obj_Quat)
        {
            // max - min / max_siz -4  * (size.z - 4) + min
            Damage = ((Globals.max_snowball_damage - Globals.min_snowball_damage) /
                      (Globals.Max_projectile_size - 4)) * (size.Z - 4) + Globals.min_snowball_damage;

            Owner = null;
            My_Team = _team;
            melt_clock = new Stopwatch();
            Stuck = false;
        }
Пример #7
0
        public Projectile(Player _player,Vector3 center_, Vector3 size_, Quaternion theta_ )
            : base(center_, size_, theta_)
        {
            damamge_dealt = false;
            damage = size.Length();

            Life_clock = new Stopwatch();
            Life_clock.Start();

            if (_player != null)
            {
                owner = _player;
                my_team = _player.Team;
            }
        }
Пример #8
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        protected Structure(Team team, iTile tile_, float radius = 100.0f)
            : base(tile_.get_structure_base() + new Vector3(0, 250, 0), new Vector3(1, 1, 1) * radius)
        {
            owner = team;
            health = get_integrity();
            Status = Structure_State_e.PRESENT_MODE;
            Connected_to_Team = true;
            tile_on = tile_;
            opened = false;
            default_position = center;
            default_size = new Vector3(1,1,1)*radius;
            default_radius = radius;

            create_body();

            save_height = tile_on.get_height();
            Present_Clock.Start();
        }
Пример #9
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 public Fort(Team team_, iTile tile_)
     : base(team_, tile_)
 {
     //			animation_state = new Present_wrapped();
 }
Пример #10
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 public Base(Team team, iTile tile_)
     : base(team, tile_)
 {
     Status = Structure_State_e.BUILT;
 }
Пример #11
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 public Healing_Pool(Team team, iTile tile_)
     : base(team, tile_)
 {
     //		animation_state = new Present_wrapped();
 }
Пример #12
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 // JK.  this does nothing
 public Catapult(Team team, iTile tile_)
     : base(team, tile_)
 {
 }
Пример #13
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 public Player(Vector3 center_, Vector3 size_, Quaternion theta_)
     : base(center_, size_, theta_)
 {
     player_KO = false;
     my_team = null;
     snow_in_pack = Globals.Max_Snow_in_pack;
     Health = Globals.Max_Player_health;
     //we need to set the team somewhere
 }