private void InitWeapons() { { ShaderInfo.Material fragMaterial; fragMaterial.Emissive = new Color(0, 0, 0, 255); fragMaterial.Diffuse = new Color(74, 74, 74, 255); fragMaterial.Specular = new Color(255, 255, 255, 255); fragMaterial.Shininess = 0.9f; LightingInfo lightingInfo = new LightingInfo("fragNadeNormal", fragMaterial); Weapon fragGrenade = new Weapon(null, "FragGrenade", "FragNade", new Vector2(0.5f, 0), new Vector2(0.5f, 0), new Vector2(0), true); fragGrenade.Position = new Vector2(0, 0.5f); fragGrenade.WeaponDrawable = new Drawable("fragNade", new Vector2(4), 8, 8, 0, 0, 0.2f); fragGrenade.WeaponDrawable.ShaderInfo = lightingInfo; fragGrenade.Tags.Add("MotionFlip"); Attack fragImpactAttack = new Attack(Attack.DamageType.Kinetic, new List <StatusEffect>(), 10.0f); Attack fragAreaAttack = new Attack(Attack.DamageType.Kinetic, new List <StatusEffect>(), 40.0f); fragGrenade.InitialiseAttack(fragImpactAttack, fragAreaAttack, 0.5f, 0.3f, 5.0f, 0.0f, 0.05f, 0.6f, 2.0, false, true); Weapons.Add("FragGrenade", fragGrenade); } { Sound firingSound = new Sound(); firingSound.AddSoundEffect("PistolShot"); //firingSound.AddSoundEffect("PistolShot2"); //firingSound.AddSoundEffect("PistolShot3"); //firingSound.AddSoundEffect("PistolShot4"); //firingSound.AddSoundEffect("PistolShot5"); ShaderInfo.Material pistolMaterial; pistolMaterial.Emissive = new Color(0, 0, 0, 255); pistolMaterial.Diffuse = new Color(74, 74, 74, 255); pistolMaterial.Specular = new Color(255, 255, 255, 255); pistolMaterial.Shininess = 0.9f; LightingInfo lightingInfo = new LightingInfo("PistolNormal", pistolMaterial); Weapon pistol = new Weapon(null, "Pistol", "SmallRound", new Vector2(36 / 32f, 1.5f / 32f), new Vector2(1.0f, 0f), new Vector2(-9.5f / 32f, -4.5f / 32f), true); pistol.Position = new Vector2(0f, 0.8f); pistol.WeaponDrawable = new Drawable("Pistol", new Vector2(16, 16), 32, 32, 0, 0, 0.1f); pistol.WeaponDrawable.ShaderInfo = lightingInfo; pistol.FireEmitters.Add(new Emitter(null, Emitters["PistolFlash"])); pistol.Tags.Add("MotionFlip"); Attack pistolImpactAttack = new Attack(Attack.DamageType.Kinetic, new List <StatusEffect>(), 10.0f); Attack pistolAreaAttack = new Attack(Attack.DamageType.Kinetic, new List <StatusEffect>(), 40.0f); pistol.InitialiseAttack(pistolImpactAttack, pistolAreaAttack, 0.2f, 20.0f, 5.0f, 0.0f, 0.05f, 0.0f, 2.0, true, true); pistol.AddSound(firingSound); Weapons.Add("Pistol", pistol); } { Sound firingSound = new Sound(); firingSound.AddSoundEffect("PistolShot"); firingSound.AddSoundEffect("PistolShot2"); firingSound.AddSoundEffect("PistolShot3"); firingSound.AddSoundEffect("PistolShot4"); firingSound.AddSoundEffect("PistolShot5"); ShaderInfo.Material turretMaterial; turretMaterial.Emissive = new Color(0, 0, 0, 255); turretMaterial.Diffuse = new Color(74, 74, 74, 255); turretMaterial.Specular = new Color(255, 255, 255, 255); turretMaterial.Shininess = 0.9f; LightingInfo lightingInfo = new LightingInfo("TurretNormal", turretMaterial); Weapon turretBase = new Weapon(null, "TurretBase", "SmallRound", new Vector2(12 / 32f, 0.5f / 32f), new Vector2(6.5f / 32f, 0 / 32f), new Vector2(0f / 32f, -8.5f / 32f), true); turretBase.Position = new Vector2(0f / 32f, 8.5f / 32f); turretBase.WeaponDrawable = new Drawable("Turret", new Vector2(16, 16), 32, 32, 0, 32, 0.1f); turretBase.WeaponDrawable.ShaderInfo = lightingInfo; turretBase.FireEmitters.Add(new Emitter(null, Emitters["PistolFlash"])); turretBase.Tags.Add("MotionFlip"); Attack pistolImpactAttack = new Attack(Attack.DamageType.Kinetic, new List <StatusEffect>(), 10.0f); Attack pistolAreaAttack = new Attack(Attack.DamageType.Kinetic, new List <StatusEffect>(), 40.0f); turretBase.InitialiseAttack(pistolImpactAttack, pistolAreaAttack, 0.5f, 20.0f, 5.0f, 0.0f, 0.05f, 0.0f, 2.0, true, true); turretBase.AddSound(firingSound); Weapons.Add("TurretBase", turretBase); } }