public bool IsChildOf(Unit unitToCheck) { return unitToCheck == parent; }
public void UpdateUnit(Unit unit) { int X = GetLogicCoo(unit.position.X); int Y = GetLogicCoo(unit.position.Y); int oldX, oldY; ArrayList node = gameObjects[X, Y]; unit.GetLogicCoo(out oldX, out oldY); gameObjects[oldX, oldY].Remove(unit); if (!node.Contains(unit)) { node.Add(unit); unit.SetLogicCoo(X, Y); } }
public Shot(GameVector Pos, GameVector Dir, float Damage, float LifeTime, Unit ParentUnit) { parent = ParentUnit; switch (parent.ShipType) { case ShipTypes.Destroyer: size = 24; break; case ShipTypes.Corvette: size = 48; break; case ShipTypes.Cruiser: size = 90; break; default: size = 1; break; } pos = Pos; PrevPos = pos; direction = Dir; damage = Damage; lifeTime = LifeTime; hitSomebody = false; forward = GameVector.Normalize(direction); }
internal void RemoveUnit(Unit unit) { int X, Y; unit.GetLogicCoo(out X, out Y); gameObjects[X, Y].Remove(unit); }