示例#1
0
        public override void Update(GameTime gameTime)
        {
            fireMode.Update(gameTime);

            if (HullDamage > 0 && (FreezeTime < 0 || StunState != Weakness))
            {
                HullDamage -= RegenerationRate * gameTime.ElapsedGameTime.Milliseconds * 60 / 1000f;
                if (HullDamage < 0)
                {
                    HullDamage = 0;
                }
            }

            base.Update(gameTime);
        }
示例#2
0
        public override void Update(GameTime gameTime)
        {
            if (HullDamage > 0 && (FreezeTime < 0 || StunState != Weakness))
            {
                HullDamage   -= RegenerationRate * gameTime.ElapsedGameTime.Milliseconds * 60 / 1000f;
                Acceleration += RegenerationRate * gameTime.ElapsedGameTime.Milliseconds * 60 / 10000f;
                if (HullDamage < 0)
                {
                    HullDamage = 0;
                }
            }

            if (FreezeTime > 0 && StunState == AttackType.Blue)
            {
                Damage(gameTime.ElapsedGameTime.Milliseconds / 1000f, 10, EmpPosition - Position.get(), LastDamager, AttackType.Melee);
            }

            fireMode.Update(gameTime);

            base.Update(gameTime);
        }