protected override void Update() { //this.lblTimeLimit.text = string.Format("残り時間::{0:f2}", this.gameTimeLimit); //base.Update (); if (!this.isPlaying) { return; } if (gameTimer >= gameSetTime) { GameOver(); } if (isHit) { this.GameClear(); } else if (bullet == 0) { this.GameOver(); } if (isMiss && bullet > 0) { P_shot = Util.InstantiateComponent <shot>(shotprefab, this.transform); P_shot.transform.position = shotPosition; //ボタンにP_shotをアタッチしなおす button.target = P_shot.gameObject; bullet--; isMiss = false; destroy.shot = P_shot; } }
public void detectDistance() { float distanceSqr = (transform.position - PJ.transform.position).sqrMagnitude; //En caso que el objetivo este a menos de 30 de distancia dispararan un proyectil if (distanceSqr < 30) { attack = true; if (canshot) { animator.SetBool("idle", false); animator.SetBool("shot", true); shot shot = Instantiate(shots, new Vector2(transform.localPosition.x - (movementX * 2), transform.localPosition.y), transform.rotation); shot.GetComponent <shot>().direction = movementX * -1; shot.GetComponent <shot>().alien = this; canshot = false; startDelay(); } else { animator.SetBool("idle", true); } } else { attack = false; animator.SetBool("shot", false); } }
public void CmdFire(bool fakeshot, Vector3 veloc) { nextFire = Time.time + fireRate; Transform case2 = this.transform.Find("FirstPersonCharacter"); Transform case3 = case2.transform.Find("arm"); Transform case4 = case3.transform.Find("bulletCase"); Rigidbody bullet = Instantiate(bulletCasing, case4.position, case4.rotation); if (fakeshot) { bullet.velocity = veloc; shot b = bullet.GetComponent <shot>(); b.playerFrom = this; if (fakeshot) { b.fakeshot = true; } } else { bullet.velocity = case4.TransformDirection(Vector3.left) * ejectSpeed; shotVelocity = bullet.velocity; shot b = bullet.GetComponent <shot>(); b.playerFrom = this; if (fakeshot) { b.fakeshot = true; } } Destroy(bullet, 2.0f); }
private void shoot(Vector2 target) { shot s = new shot(this.Center, false); s.bullet.ShouldTravel = true; s.bullet.VelocityDirection = target - Center; list.Add(s); }
void Awake() { trackedObj = GetComponent <SteamVR_TrackedObject>(); player = transform.GetComponentInParent <Transform>().GetComponentInParent <shot>(); Debug.Log("1. test" + text); text = transform.GetComponentInChildren <Canvas>().GetComponentInChildren <Hand_Text_maneger>(); Debug.Log("test" + text); switchGun(); }
public Vector2 Update(Enemy[] enemy, WallSet walls) { Vector2 s = new Vector2(-1f, -1f); for (int i = 0; i < list.Count; i++) { shot temp = list[i]; if (list[i].shotLife == 0) { list[i].bullet.RemoveFromAutoDrawSet(); list[i].emitter.RemoveFromAutoDrawSet(); list.Remove(list[i]); } else { temp.shotLife--; for (int j = 0; j < enemy.Length; j++) { list[i] = temp; if (list[i].bullet.Collided(enemy[j]) && !list[i].hit) { enemy[j].Caught(); if (enemy[j].NumLivesLeft <= 0) { s = enemy[j].TurnEnemyToBunny(); } temp.bullet.RemoveFromAutoDrawSet(); temp.emitter.RemoveFromAutoDrawSet(); list.Remove(list[i]); temp.hit = true; break; } } if (!temp.hit) { list[i] = temp; list[i].emitter.Center = list[i].bullet.Center; for (int k = 0; k < walls.RoomWalls.Length; k++) { if (temp.bullet.Collided(walls.RoomWalls[k])) { temp.bullet.RemoveFromAutoDrawSet(); temp.emitter.RemoveFromAutoDrawSet(); list.Remove(list[i]); } } } } } return(s); }
public void Shoot(XNACS1Rectangle hero) { shot s = new shot(hero.Center, false); s.bullet.ShouldTravel = true; s.bullet.Velocity = (XNACS1Base.GamePad.ThumbSticks.Right.X == 0 && XNACS1Base.GamePad.ThumbSticks.Right.Y == 0) ? new Vector2(hero.Texture == "pennyRight" ? 1 : -1, 0) : XNACS1Base.GamePad.ThumbSticks.Right; list.Add(s); XNACS1Base.PlayACue("spell"); //shot s2 = new shot(hero.Center, false); //s2.bullet.ShouldTravel = true; //s2.bullet.Velocity = s.bullet.Velocity; //s2.bullet.VelocityY = 0.25f; //list.Add(s2); }
//delete the whole plane public void deletePlane(int y) { for (int x = 0; x < w; ++x) { for (int z = 0; z < l; ++z) { Destroy(grid[x, y, z].gameObject); grid[x, y, z] = null; } } clearLineNum++; shot other = (shot)GameObject.Find("hand_right").GetComponent(typeof(shot)); other.AddAmmo(); }
public Vector2 Update(Enemy[] enemy) { Vector2 s = new Vector2(-1f, -1f); for (int i = 0; i < list.Count; i++) { shot temp = list[i]; if (list[i].shotLife == 0) { list[i].bullet.RemoveFromAutoDrawSet(); list[i].emitter.RemoveFromAutoDrawSet(); list.Remove(list[i]); } else { temp.shotLife--; for (int j = 0; j < enemy.Length; j++) { list[i] = temp; if (list[i].bullet.Collided(enemy[j]) && !list[i].hit) { s = enemy[j].TurnEnemyToBunny(); temp.hit = true; list[i] = temp; } list[i].emitter.Center = list[i].bullet.Center; } BoundCollideStatus status = XNACS1Base.World.CollideWorldBound(temp.bullet); switch (status) { case BoundCollideStatus.CollideBottom: case BoundCollideStatus.CollideLeft: case BoundCollideStatus.CollideRight: case BoundCollideStatus.CollideTop: temp.bullet.RemoveFromAutoDrawSet(); temp.emitter.RemoveFromAutoDrawSet(); list.Remove(list[i]); break; } } } return(s); }
public Vector2 Update(Enemy enemy) { Vector2 s = new Vector2(-1f, -1f); for (int i = 0; i < list.Count; i++) { shot temp = list[i]; if (list[i].bullet.Collided(enemy) && !list[i].hit) { s = enemy.TurnEnemyToBunny(); temp.hit = true; list[i] = temp; } list[i].emitter.Center = list[i].bullet.Center; } return(s); }
public void Shoot(XNACS1Rectangle hero) { shot s = new shot(hero.Center, false); s.bullet.ShouldTravel = true; s.bullet.Velocity = (XNACS1Base.GamePad.ThumbSticks.Right.X == 0 && XNACS1Base.GamePad.ThumbSticks.Right.Y == 0) ? new Vector2(hero.Texture == "heroRight" ? 1 : -1, 0) : XNACS1Base.GamePad.ThumbSticks.Right; list.Add(s); BoundCollideStatus status = XNACS1Base.World.CollideWorldBound(s.bullet); switch (status) { case BoundCollideStatus.CollideBottom: case BoundCollideStatus.CollideLeft: case BoundCollideStatus.CollideRight: case BoundCollideStatus.CollideTop: s.bullet.RemoveFromAutoDrawSet(); list.Remove(s); s.bullet = null; break; } }
public void Update() { shot cure = player.GetComponent <shot> (); if (inTrigger) { if (Input.GetKeyDown("g") && cure.Cure > 10) { cure.Cure -= 10; DestroyAllObjects(); anim.Play("wake"); Destroy(text); StartCoroutine(restart()); } } if (flag == true) { FaceTarget(); } }
private void button5_Click(object sender, EventArgs e) { string buttonText = button5.Text; if (buttonText == "打开截图框") { st = new shot(); st.TopMost = true; st.BringToFront(); st.Show(); button5.Text = "截取"; } else if (buttonText == "截取") { st.TopMost = true; st.BringToFront(); st.button1_Click(sender, e); button5.Text = "打开截图框"; pictureBox3.Image = st.pic; st.Close(); } // pictureBox3.Image = Image.FromFile(picFilename); }
public void Shoot(XNACS1Rectangle hero) { Vector2 velDir; XNACS1Base.PlayACue("spell"); switch (level) { case 0: shot s = new shot(hero.Center, false); s.bullet.ShouldTravel = true; s.bullet.VelocityDirection = (XNACS1Base.GamePad.ThumbSticks.Right.X == 0 && XNACS1Base.GamePad.ThumbSticks.Right.Y == 0) ? new Vector2(hero.Texture == "newPrincessRight" ? 1 : -1, 0) : XNACS1Base.GamePad.ThumbSticks.Right; list.Add(s); break; case 1: shot s2 = new shot(hero.Center, false); shot s3 = new shot(hero.Center, false); velDir = (XNACS1Base.GamePad.ThumbSticks.Right.X == 0 && XNACS1Base.GamePad.ThumbSticks.Right.Y == 0) ? new Vector2(hero.Texture == "newPrincessRight" ? 1 : -1, 0) : XNACS1Base.GamePad.ThumbSticks.Right; if (velDir.X < 0f && velDir.Y < 0f) { s2.bullet.VelocityDirection = new Vector2(velDir.X + .1f, velDir.Y - .1f); s3.bullet.VelocityDirection = new Vector2(velDir.X - .1f, velDir.Y + .1f); } else if (velDir.Y < 0f && velDir.X > 0f) { s2.bullet.VelocityDirection = new Vector2(velDir.X, velDir.Y - .1f); s3.bullet.VelocityDirection = new Vector2(velDir.X, velDir.Y + .1f); } else if (velDir.Y > 0f && velDir.X < 0f) { s2.bullet.VelocityDirection = new Vector2(velDir.X -.1f , velDir.Y); s3.bullet.VelocityDirection = new Vector2(velDir.X + .1f, velDir.Y); } else { s2.bullet.VelocityDirection = new Vector2(velDir.X + .1f, velDir.Y - .1f); s3.bullet.VelocityDirection = new Vector2(velDir.X - .1f, velDir.Y + .1f); } s2.bullet.ShouldTravel = true; s3.bullet.ShouldTravel = true; list.Add(s2); list.Add(s3); break; case 2: shot s4 = new shot(hero.Center, false); shot s5 = new shot(hero.Center, false); shot s6 = new shot(hero.Center, false); s4.bullet.ShouldTravel = true; s5.bullet.ShouldTravel = true; s6.bullet.ShouldTravel = true; velDir = (XNACS1Base.GamePad.ThumbSticks.Right.X == 0 && XNACS1Base.GamePad.ThumbSticks.Right.Y == 0) ? new Vector2(hero.Texture == "newPrincessRight" ? 1 : -1, 0) : XNACS1Base.GamePad.ThumbSticks.Right; if (velDir.X < 0f && velDir.Y < 0f) { s4.bullet.VelocityDirection = new Vector2(velDir.X, velDir.Y); s5.bullet.VelocityDirection = new Vector2(velDir.X + .1f, velDir.Y - .1f); s6.bullet.VelocityDirection = new Vector2(velDir.X - .1f, velDir.Y + .1f); } else if (velDir.Y < 0f && velDir.X > 0f) { s4.bullet.VelocityDirection = new Vector2(velDir.X, velDir.Y); s5.bullet.VelocityDirection = new Vector2(velDir.X, velDir.Y - .1f); s6.bullet.VelocityDirection = new Vector2(velDir.X, velDir.Y + .1f); } else if (velDir.Y > 0f && velDir.X < 0f) { s4.bullet.VelocityDirection = new Vector2(velDir.X, velDir.Y); s5.bullet.VelocityDirection = new Vector2(velDir.X - .1f, velDir.Y); s6.bullet.VelocityDirection = new Vector2(velDir.X + .1f, velDir.Y); } else { s4.bullet.VelocityDirection = new Vector2(velDir.X, velDir.Y); s5.bullet.VelocityDirection = new Vector2(velDir.X + .1f, velDir.Y - .1f); s6.bullet.VelocityDirection = new Vector2(velDir.X - .1f, velDir.Y + .1f); } list.Add(s4); list.Add(s5); list.Add(s6); break; default: shot s7 = new shot(hero.Center, false); shot s8 = new shot(hero.Center, false); shot s9 = new shot(hero.Center, false); shot s10 = new shot(hero.Center, false); s7.bullet.ShouldTravel = true; s8.bullet.ShouldTravel = true; s9.bullet.ShouldTravel = true; s10.bullet.ShouldTravel = true; velDir = (XNACS1Base.GamePad.ThumbSticks.Right.X == 0 && XNACS1Base.GamePad.ThumbSticks.Right.Y == 0) ? new Vector2(hero.Texture == "newPrincessRight" ? 1 : -1, 0) : XNACS1Base.GamePad.ThumbSticks.Right; if (velDir.X < 0f && velDir.Y < 0f) { s7.bullet.VelocityDirection = new Vector2(velDir.X, velDir.Y); s8.bullet.VelocityDirection = new Vector2(velDir.X + .1f, velDir.Y - .1f); s9.bullet.VelocityDirection = new Vector2(velDir.X - .1f, velDir.Y + .1f); s10.bullet.VelocityDirection = new Vector2(velDir.X * -1f, velDir.Y * -1f); } else if (velDir.Y < 0f && velDir.X > 0f) { s7.bullet.VelocityDirection = new Vector2(velDir.X, velDir.Y); s8.bullet.VelocityDirection = new Vector2(velDir.X, velDir.Y - .1f); s9.bullet.VelocityDirection = new Vector2(velDir.X, velDir.Y + .1f); s10.bullet.VelocityDirection = new Vector2(velDir.X * -1f, velDir.Y * -1f); } else if (velDir.Y > 0f && velDir.X < 0f) { s7.bullet.VelocityDirection = new Vector2(velDir.X, velDir.Y); s8.bullet.VelocityDirection = new Vector2(velDir.X - .1f, velDir.Y); s9.bullet.VelocityDirection = new Vector2(velDir.X + .1f, velDir.Y); s10.bullet.VelocityDirection = new Vector2(velDir.X * -1f, velDir.Y * -1f); } else { s7.bullet.VelocityDirection = new Vector2(velDir.X, velDir.Y); s8.bullet.VelocityDirection = new Vector2(velDir.X + .1f, velDir.Y - .1f); s9.bullet.VelocityDirection = new Vector2(velDir.X - .1f, velDir.Y + .1f); s10.bullet.VelocityDirection = new Vector2(velDir.X * -1f, velDir.Y * -1f); } list.Add(s7); list.Add(s8); list.Add(s9); list.Add(s10); break; } }
public void NextSpawner() { numBlocks++; if (numBlocks % 10 == 0) { shot other = (shot)GameObject.Find("hand_right").GetComponent(typeof(shot)); other.AddAmmo(); } // Random Index if (currentSel == -1) { currentSel = Random.Range(0, groups.Length); nextSel = Random.Range(0, groups.Length); //Instantiate(groups[currentSel], startPos, Quaternion.identity); nextSel = 0; } else { currentSel = nextSel; nextSel = Random.Range(0, groups.Length); GameObject nextGene = GameObject.Find("model"); //if(nextGene.tag != "dontDestroy") Destroy(nextGene); } if (!NextUserDesignModel) { Instantiate(groups[currentSel], startPos, Quaternion.identity); var model = Instantiate(groups[nextSel], nextPos, Quaternion.identity); model.GetComponent <Group>().enabled = false; model.name = "model"; model.transform.localScale = new Vector3(0.5f, 0.5f, 0.5f); } else if (timeFlag == 1) { diyCount++; userDesignModel = GameObject.Find("DIYobj"); Instantiate(groups[currentSel], startPos, Quaternion.identity); var model = Instantiate(userDesignModel, nextPos, Quaternion.identity); model.GetComponent <Group>().enabled = false; model.name = "miao" + diyCount.ToString(); //model.transform.localScale = new Vector3(2.5f, 2.5f, 2.5f); Vector3 basePos = model.transform.GetChild(0).localPosition; for (int i = 0; i < userDesignModel.transform.childCount; i++) { model.transform.GetChild(i).localPosition -= basePos; Destroy(userDesignModel.transform.GetChild(i).gameObject); } timeFlag++; } else { userDesignModel = GameObject.Find("miao" + diyCount.ToString()); userDesignModel.GetComponent <Group>().enabled = true; //userDesignModel.transform.localScale = new Vector3(5f, 5f, 5f); userDesignModel.transform.position = startPos; var model = Instantiate(groups[nextSel], nextPos, Quaternion.identity); model.GetComponent <Group>().enabled = false; model.name = "model"; model.transform.localScale = new Vector3(0.5f, 0.5f, 0.5f); timeFlag = 1; NextUserDesignModel = false; //userDesignModel.GetComponent<Group>().enabled = false; } }
public getTinta(shot tinta) { return(this.tinta); }
public bool Update(Hero hero, Wand w) { heroHit = false; health.Update(new Vector2(this.Center.X, this.Center.Y + 1), healthRemaining, initialLives); if (current == wizardStatus.isAlive) { if (shieldCoolDown < 0 && !shielded) { shielded = true; shieldCoolDown = 100; } else { shieldCoolDown--; } if (shieldCoolDown < 0 && shielded) { shielded = false; shieldCoolDown = 100; } if (shielded) { Texture = "wizardShield"; } else { Texture = "wizardRight"; if (coolDown < 0) { coolDown = 40; shoot(hero.Center); } else { coolDown--; } } for (int i = 0; i < list.Count; i++) { shot temp = list[i]; if (list[i].shotLife == 0) { list[i].bullet.RemoveFromAutoDrawSet(); list[i].emitter.RemoveFromAutoDrawSet(); list.Remove(list[i]); } else { temp.shotLife--; if (hero.Collided(temp.bullet) && !temp.hit) { hero.Caught(); hero.Center = hero.HeroInitialPos; temp.hit = true; heroHit = true; } list[i] = temp; list[i].emitter.Center = list[i].bullet.Center; } } for (int i = 0; i < w.list.Count; i++) { if (w.list[i].bullet.Collided(this)) { if (!shielded) { healthRemaining--; } else { Random r = new Random(); if (r.Next(0, 100) < 10) { healthRemaining--; } } } } if (healthRemaining <= 0) { current = wizardStatus.isDead; Texture = "Newteddybear"; XNACS1Base.PlayACue("Bear-Sound"); return(true); } if (this.Center.X - hero.Center.X > 0) { Texture = shielded ? "wizardShieldLeft" : "wizardLeft"; } else { Texture = shielded ? "wizardShield" : "wizardRight"; } } if (current == wizardStatus.isDead) { for (int i = 0; i < list.Count; i++) { list[i].bullet.RemoveFromAutoDrawSet(); list[i].emitter.RemoveFromAutoDrawSet(); list.Remove(list[i]); } } return(false); }
// Update is called once per frame void Update() { bool trigger = OVRInput.Get(OVRInput.Button.SecondaryHandTrigger); shot s = (shot)GameObject.Find("hand_right").GetComponent(typeof(shot)); if (s.mode == 0) { if (trigger) { Vector3 contRot = OVRInput.GetLocalControllerRotation(OVRInput.Controller.RTouch).eulerAngles; Debug.Log(transform.position.x); if (contRot.x < 300.0f && contRot.x > 240.0f) { if (transform.position.y < 25.0f) { transform.position += Vector3.up * 0.1f; } } else if (contRot.x > 20.0f && contRot.x < 80.0f) { if (transform.position.y > 7.0f) { transform.position += Vector3.down * 0.1f; } } else if (contRot.z < 320.0f && contRot.z > 260.0f) { if (transform.position.x < 6.0f) { transform.position += Vector3.right * 0.1f; } } else if (contRot.z > 40.0f && contRot.z < 100.0f) { if (transform.position.x > -2.0f) { transform.position += Vector3.left * 0.1f; } } } } else { if (s.objToDrag && trigger) { Vector3 contRot = OVRInput.GetLocalControllerRotation(OVRInput.Controller.RTouch).eulerAngles; Debug.Log(s.objToDrag.transform.position); if (contRot.x < 300.0f && contRot.x > 240.0f) { if (lastDir != 1 && s.objToDrag.transform.position.y < 3.0f) { s.objToDrag.transform.position += Vector3.up; } lastDir = 1; } else if (contRot.x > 20.0f && contRot.x < 80.0f) { if (lastDir != 2 && s.objToDrag.transform.position.y > 0.0f) { s.objToDrag.transform.position += Vector3.down; } lastDir = 2; } else if (contRot.z > 40.0f && contRot.z < 100.0f) { if (lastDir != 3 && s.objToDrag.transform.position.z > 0.0f) { s.objToDrag.transform.position += Vector3.back; } lastDir = 3; } else if (contRot.z < 320.0f && contRot.z > 260.0f) { if (lastDir != 4 && s.objToDrag.transform.position.z < 3.0f) { s.objToDrag.transform.position += Vector3.forward; } lastDir = 4; } else { lastDir = 0; } } } }
public void Shoot(XNACS1Rectangle hero) { Vector2 velDir; XNACS1Base.PlayACue("spell"); switch (level) { case 0: shot s = new shot(hero.Center, false); s.bullet.ShouldTravel = true; s.bullet.VelocityDirection = (XNACS1Base.GamePad.ThumbSticks.Right.X == 0 && XNACS1Base.GamePad.ThumbSticks.Right.Y == 0) ? new Vector2(hero.Texture == "newPrincessRight" ? 1 : -1, 0) : XNACS1Base.GamePad.ThumbSticks.Right; list.Add(s); break; case 1: shot s2 = new shot(hero.Center, false); shot s3 = new shot(hero.Center, false); velDir = (XNACS1Base.GamePad.ThumbSticks.Right.X == 0 && XNACS1Base.GamePad.ThumbSticks.Right.Y == 0) ? new Vector2(hero.Texture == "newPrincessRight" ? 1 : -1, 0) : XNACS1Base.GamePad.ThumbSticks.Right; if (velDir.X < 0f && velDir.Y < 0f) { s2.bullet.VelocityDirection = new Vector2(velDir.X + .1f, velDir.Y - .1f); s3.bullet.VelocityDirection = new Vector2(velDir.X - .1f, velDir.Y + .1f); } else if (velDir.Y < 0f && velDir.X > 0f) { s2.bullet.VelocityDirection = new Vector2(velDir.X, velDir.Y - .1f); s3.bullet.VelocityDirection = new Vector2(velDir.X, velDir.Y + .1f); } else if (velDir.Y > 0f && velDir.X < 0f) { s2.bullet.VelocityDirection = new Vector2(velDir.X - .1f, velDir.Y); s3.bullet.VelocityDirection = new Vector2(velDir.X + .1f, velDir.Y); } else { s2.bullet.VelocityDirection = new Vector2(velDir.X + .1f, velDir.Y - .1f); s3.bullet.VelocityDirection = new Vector2(velDir.X - .1f, velDir.Y + .1f); } s2.bullet.ShouldTravel = true; s3.bullet.ShouldTravel = true; list.Add(s2); list.Add(s3); break; case 2: shot s4 = new shot(hero.Center, false); shot s5 = new shot(hero.Center, false); shot s6 = new shot(hero.Center, false); s4.bullet.ShouldTravel = true; s5.bullet.ShouldTravel = true; s6.bullet.ShouldTravel = true; velDir = (XNACS1Base.GamePad.ThumbSticks.Right.X == 0 && XNACS1Base.GamePad.ThumbSticks.Right.Y == 0) ? new Vector2(hero.Texture == "newPrincessRight" ? 1 : -1, 0) : XNACS1Base.GamePad.ThumbSticks.Right; if (velDir.X < 0f && velDir.Y < 0f) { s4.bullet.VelocityDirection = new Vector2(velDir.X, velDir.Y); s5.bullet.VelocityDirection = new Vector2(velDir.X + .1f, velDir.Y - .1f); s6.bullet.VelocityDirection = new Vector2(velDir.X - .1f, velDir.Y + .1f); } else if (velDir.Y < 0f && velDir.X > 0f) { s4.bullet.VelocityDirection = new Vector2(velDir.X, velDir.Y); s5.bullet.VelocityDirection = new Vector2(velDir.X, velDir.Y - .1f); s6.bullet.VelocityDirection = new Vector2(velDir.X, velDir.Y + .1f); } else if (velDir.Y > 0f && velDir.X < 0f) { s4.bullet.VelocityDirection = new Vector2(velDir.X, velDir.Y); s5.bullet.VelocityDirection = new Vector2(velDir.X - .1f, velDir.Y); s6.bullet.VelocityDirection = new Vector2(velDir.X + .1f, velDir.Y); } else { s4.bullet.VelocityDirection = new Vector2(velDir.X, velDir.Y); s5.bullet.VelocityDirection = new Vector2(velDir.X + .1f, velDir.Y - .1f); s6.bullet.VelocityDirection = new Vector2(velDir.X - .1f, velDir.Y + .1f); } list.Add(s4); list.Add(s5); list.Add(s6); break; default: shot s7 = new shot(hero.Center, false); shot s8 = new shot(hero.Center, false); shot s9 = new shot(hero.Center, false); shot s10 = new shot(hero.Center, false); s7.bullet.ShouldTravel = true; s8.bullet.ShouldTravel = true; s9.bullet.ShouldTravel = true; s10.bullet.ShouldTravel = true; velDir = (XNACS1Base.GamePad.ThumbSticks.Right.X == 0 && XNACS1Base.GamePad.ThumbSticks.Right.Y == 0) ? new Vector2(hero.Texture == "newPrincessRight" ? 1 : -1, 0) : XNACS1Base.GamePad.ThumbSticks.Right; if (velDir.X < 0f && velDir.Y < 0f) { s7.bullet.VelocityDirection = new Vector2(velDir.X, velDir.Y); s8.bullet.VelocityDirection = new Vector2(velDir.X + .1f, velDir.Y - .1f); s9.bullet.VelocityDirection = new Vector2(velDir.X - .1f, velDir.Y + .1f); s10.bullet.VelocityDirection = new Vector2(velDir.X * -1f, velDir.Y * -1f); } else if (velDir.Y < 0f && velDir.X > 0f) { s7.bullet.VelocityDirection = new Vector2(velDir.X, velDir.Y); s8.bullet.VelocityDirection = new Vector2(velDir.X, velDir.Y - .1f); s9.bullet.VelocityDirection = new Vector2(velDir.X, velDir.Y + .1f); s10.bullet.VelocityDirection = new Vector2(velDir.X * -1f, velDir.Y * -1f); } else if (velDir.Y > 0f && velDir.X < 0f) { s7.bullet.VelocityDirection = new Vector2(velDir.X, velDir.Y); s8.bullet.VelocityDirection = new Vector2(velDir.X - .1f, velDir.Y); s9.bullet.VelocityDirection = new Vector2(velDir.X + .1f, velDir.Y); s10.bullet.VelocityDirection = new Vector2(velDir.X * -1f, velDir.Y * -1f); } else { s7.bullet.VelocityDirection = new Vector2(velDir.X, velDir.Y); s8.bullet.VelocityDirection = new Vector2(velDir.X + .1f, velDir.Y - .1f); s9.bullet.VelocityDirection = new Vector2(velDir.X - .1f, velDir.Y + .1f); s10.bullet.VelocityDirection = new Vector2(velDir.X * -1f, velDir.Y * -1f); } list.Add(s7); list.Add(s8); list.Add(s9); list.Add(s10); break; } }