public void RemoveWeapon(Weapon weapon) { if (weapons.Count <= 1) return; if (Weapon == weapon) { currentWeaponIndex = 0; updateWeaponOwner(); } weapons.Remove(weapon); SpriteContainer.Remove(weapon); }
protected Bullet(Weapon weapon, Vector2 position, Vector2 vector) : base(weapon.Texture, position, vector) { Weapon = weapon; }
public void AddWeapon(Weapon weapon) { weapons.Add(weapon); SpriteContainer.Add(weapon); }
public WeaponSet(Weapon defaultWeapon) { AddWeapon(defaultWeapon); }
public LaserBullet(Weapon weapon, Vector2 position, Vector2 vector) : base(weapon, position, vector) { }
public void RemoveWeapon(Weapon weapon) { WeaponSet.RemoveWeapon(weapon); }
public void AddWeapon(Weapon weapon) { WeaponSet.AddWeapon(weapon); }