示例#1
0
        public Encounter(LandCreature anchor, Land land)
            : base(land)
        {
            this.anchor = anchor;

            physicalProperties = new LandPhysicalProperties();
            physicalProperties.activelyColliding = true;
            physicalProperties.collisionType = LandCollisionTypes.Static;
            physicalProperties.radius = encounterRadius;

            Dummy = new DrawableTexture("whiteCircle100x100", this);
            Dummy.size = new Vector2(100f, 100f);
            Dummy.filter = Color.Transparent;
            Dummy.layer = 0.98f;
        }
示例#2
0
        public Encounter(LandCreature anchor, Land land)
            : base(land)
        {
            this.anchor = anchor;

            physicalProperties = new LandPhysicalProperties();
            physicalProperties.activelyColliding = true;
            physicalProperties.collisionType     = LandCollisionTypes.Static;
            physicalProperties.radius            = encounterRadius;

            Dummy        = new DrawableTexture("whiteCircle100x100", this);
            Dummy.size   = new Vector2(100f, 100f);
            Dummy.filter = Color.Transparent;
            Dummy.layer  = 0.98f;
        }
示例#3
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 public virtual bool authorizeEncounter(LandCreature boogie)
 {
     return creature.checkIfAgressiveTowards(boogie.creature);
 }
示例#4
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 public void CreatureEncountered(LandCreature otherCreature)
 {
     movingSpeed = 0f;
     gameManager.StartFight(creature, otherCreature.creature, position);
 }
示例#5
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 public void CreatureEncountered(LandCreature otherCreature)
 {
     movingSpeed = 0f;
     gameManager.StartFight(creature, otherCreature.creature, position);
 }
示例#6
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 public virtual bool authorizeEncounter(LandCreature boogie)
 {
     return(creature.checkIfAgressiveTowards(boogie.creature));
 }