public Shop(Player Owner) { this.Owner = Owner; PlayerInventory = Owner.Equipment; ShopFilter = ShopFilters.Characters; ListShopCharacter = new List <CharacterMenuEquipment>(); ListShopEquipment = new List <MenuEquipment>(); DragAndDropEquipment = null; }
public IOnlineConnection OnlineClient;//Used by the server public Player(string ID, string Name, string PlayerType, bool IsOnline, int Team) { this.ConnectionID = ID; this.Name = Name; this.PlayerType = PlayerType; this.IsOnline = IsOnline; this.Team = Team; GameplayType = GameplayTypes.MouseAndKeyboard; Equipment = new PlayerEquipment(); }
public EquipmentLoadout(PlayerEquipment Equipment, RobotAnimation Owner) { if (Equipment.EquipedArmor != null && Equipment.EquipedArmor.Name == "Armor 1") { EquipedArmor = new Armor1(Owner); } else { EquipedArmor = new DefaultArmor(Owner); } EquipedBooster = new JumpJetpack(Owner.PlayerSFXGenerator, Owner); ArrayEquipment = new UsableEquipment[6]; ArrayEquipment[0] = new EmptyEquipment(Owner); ArrayEquipment[1] = new EmptyEquipment(Owner); ArrayEquipment[2] = EquipedArmor; ArrayEquipment[3] = new EmptyEquipment(Owner); ArrayEquipment[4] = EquipedBooster; //ArrayEquipment[5] = new LongJumpShoes(Owner); //ArrayEquipment[5] = new WallJumpShoes(Owner); ArrayEquipment[5] = new RegularShoes(Owner); }
public Player(string ID, string Name, PlayerTypes PlayerType, bool IsOnline, int Team) { this.ConnectionID = ID; this.Name = Name; this.IsOnline = IsOnline; this.Team = Team; if (PlayerType == PlayerTypes.Offline) { this.PlayerType = PlayerTypeOffline; } else if (PlayerType == PlayerTypes.Online) { this.PlayerType = PlayerTypeOnline; } else if (PlayerType == PlayerTypes.Host) { this.PlayerType = PlayerTypeHost; } else if (PlayerType == PlayerTypes.Player) { this.PlayerType = PlayerTypePlayer; } else if (PlayerType == PlayerTypes.Ready) { this.PlayerType = PlayerTypeReady; } else { this.PlayerType = PlayerTypeSpectator; } GameplayType = GameplayTypes.MouseAndKeyboard; Equipment = new PlayerEquipment(); }
public BuyEquipment(MenuEquipment EquipmentToBuy, Player Owner) { this.EquipmentToBuy = EquipmentToBuy; this.Owner = Owner; PlayerInventory = Owner.Equipment; }
public BuyCharacter(CharacterMenuEquipment CharacterToBuy, Player Owner) { this.CharacterToBuy = CharacterToBuy; this.Owner = Owner; PlayerInventory = Owner.Equipment; }
public Vehicle(string Name, Layer CurrentLayer, Vector2 Position, int Team, PlayerEquipment Equipment, ISFXGenerator PlayerSFXGenerator, List <Weapon> ListExtraWeapon) : base(Name, CurrentLayer, Position, Team, new EquipmentLoadout(), PlayerSFXGenerator) { ListUser = new List <RobotAnimation>(); FileStream FS = new FileStream("Content/Units/Triple Thunder/Vehicles/" + Name + ".peuv", FileMode.Open, FileAccess.Read); BinaryReader BR = new BinaryReader(FS, Encoding.UTF8); BR.BaseStream.Seek(0, SeekOrigin.Begin); MaxHP = BR.ReadInt32(); MaxEN = BR.ReadInt32(); Accel = BR.ReadSingle(); MaxWalkSpeed = BR.ReadSingle(); JumpSpeed = BR.ReadSingle(); byte ControlType = BR.ReadByte(); byte CaptureType = BR.ReadByte(); HasKnockback = BR.ReadBoolean(); IsDynamic = BR.ReadBoolean(); int ListExtraAnimationCount = BR.ReadInt32(); ListStanceAnimation = new List <Weapon>(ListExtraAnimationCount); for (int W = 0; W < ListExtraAnimationCount; ++W) { string ExtraAnimationPath = BR.ReadString(); if (!string.IsNullOrEmpty(ExtraAnimationPath)) { ListStanceAnimation.Add(new Weapon(ExtraAnimationPath, CurrentLayer.DicRequirement, CurrentLayer.DicEffect)); } } CurrentStanceAnimations = StandingAnimations; int ListWeaponCount = BR.ReadInt32(); Weapons = new WeaponHolder(ListWeaponCount); for (int W = 0; W < ListWeaponCount; ++W) { string WeaponName = BR.ReadString(); Weapons.AddWeaponToStash(new Weapon(WeaponName, CurrentLayer.DicRequirement, CurrentLayer.DicEffect)); } if (ListExtraWeapon != null) { foreach (Weapon ActiveWeapon in ListExtraWeapon) { Weapons.AddWeaponToStash(ActiveWeapon); Weapons.UseWeapon(ActiveWeapon); } } FS.Close(); BR.Close(); Load(); SetAnimation(StandingAnimations.NoneCombo.AnimationName); CurrentMovementInput = MovementInputs.None; ActiveMovementStance = "None"; Update(new GameTime()); SetIdle(); if (!Weapons.HasActiveWeapons) { if (Weapons.HasWeapons) { ChangeWeapon(0); } else { ChangeWeapon(-1); } } UpdateSkills(BaseSkillRequirement.OnCreatedRequirementName); }