private void prepareNextProjectile() { launchedProjectile = projectile.gameObject; launchedProjectiles.Add(launchedProjectile); //projectile.Arm(); projectile = null; Invoke("reload", 1f); }
public override void SetOwner(ProjectileOwner owner) { if (owner == ProjectileOwner.Player) { GameObject.FindGameObjectWithTag("Player").GetComponent <PlayerHealth>().Heal(healing); Destroy(gameObject); } }
public void LaunchProjectile(ProjectileOwner owner, Vector2 direction, int damage, float speed) { Owner = owner; this.direction = direction; this.damage = damage; this.speed = speed; isMoving = true; transform.right = direction; }
public static void AddMineProjectile(Vector2 position, Vector2 direction, ProjectileOwner owner) { if (mineFireTimer > mineFireLimit) { projectiles.Add(new Mine(mineTex, position, mineTex.Width, Color.White, 0.0f, 1.0f, drawLayer, 0, ProjectileType.Mines, direction, mineSpeed, owner)); mineFireTimer = 0; } }
public Projectile(Texture2D texture, Vector2 position, int width, Color color, float rotation, float scale, float drawLayer, int frames, ProjectileType type, Vector2 direction, float speed, ProjectileOwner owner) : base(texture, position, width, color, rotation, scale, drawLayer, frames) { this.Type = type; this.Owner = owner; this.Direction = direction; this.Speed = speed; this.IsActive = true; }
public static void AddCannonProjectile(Vector2 position, Vector2 direction, ProjectileOwner owner) { if (cannonFireTimer > cannonFireLimit) { projectiles.Add(new Cannon(cannonTex, position, cannonTex.Width, Color.White, 0.0f, 1.0f, drawLayer, 0, ProjectileType.Cannon, direction, cannonSpeed + Player.PlayerSpeed, owner)); if (CannonJustFired != null) CannonJustFired(); cannonFireTimer = 0; } }
public void SetProjectile(ProjectileOwner projectile) { this.projectile = projectile; }
public Mine(Texture2D texture, Vector2 position, int width, Color color, float rotation, float scale, float drawLayer, int frames, ProjectileType type, Vector2 direction, float speed, ProjectileOwner owner) : base(texture, position, width, color, rotation, scale, drawLayer, frames, type, direction, speed, owner) { }
public static void AddMinigunProjectile(Vector2 position, Vector2 direction, ProjectileOwner owner) { if (miniGunTimer > miniGunFireLimit) { projectiles.Add(new MiniGun(minigunTex, position, minigunTex.Width, Color.White, 0.0f, 1.0f, drawLayer, 0, ProjectileType.Minigun, direction, miniGunSpeed + Player.PlayerSpeed, owner)); miniGunTimer = 0; } }
public static void LaunchMissiles(Vector2 position, ProjectileOwner owner) { foreach(int i in enemyIndexes) { Missile r = new Missile(rocketTex, position, rocketTex.Width, Color.White, 0.0f, 1.0f, drawLayer, 0, i, ProjectileType.Missile, new Vector2(1, 0), rocketSpeed, owner); projectiles.Add(r); } enemyIndexes.Clear(); }
public Projectile(ContentManager c, string objektName, int updateDelay, Vector2 spawnPosition, ProjectileOwner owner) : base(c, objektName, updateDelay, spawnPosition) { Owner = owner; LoadAnimation(c, objektName); Active = false; }
public Missile(Texture2D texture, Vector2 position, int width, Color color, float rotation, float scale, float drawLayer, int frames, int targetEnemyIndex, ProjectileType type, Vector2 direction, float speed, ProjectileOwner owner) : base(texture, position, width, color, rotation, scale, drawLayer, frames, type, direction, speed, owner) { this.MissileTargetIndex = targetEnemyIndex; }
public virtual void SetOwner(ProjectileOwner owner) { this.owner = owner; }