public ObjectiveBaseTurret(Vector2 position, ObjectiveInhibitor inhib1, ObjectiveInhibitor inhib2, ObjectiveInhibitor inhib3) : base(position) { Object = ObjectManager.Get<Obj_AI_Turret>().FirstOrDefault(tower => Math.Abs(tower.Position.X - position.X) < ObjectiveOuterTurret.EstimatedPositionRange && Math.Abs(tower.Position.Y - position.Y) < ObjectiveOuterTurret.EstimatedPositionRange); _inhib1 = inhib1; _inhib2 = inhib2; _inhib3 = inhib3; RequireAll = false; RequiredObjectives.Add(inhib1); RequiredObjectives.Add(inhib2); RequiredObjectives.Add(inhib3); }
public ObjectiveBaseTurret(Vector2 position, ObjectiveInhibitor inhib1, ObjectiveInhibitor inhib2, ObjectiveInhibitor inhib3) : base(position) { Object = ObjectManager.Get <Obj_AI_Turret>().FirstOrDefault(tower => Math.Abs(tower.Position.X - position.X) < ObjectiveOuterTurret.EstimatedPositionRange && Math.Abs(tower.Position.Y - position.Y) < ObjectiveOuterTurret.EstimatedPositionRange); _inhib1 = inhib1; _inhib2 = inhib2; _inhib3 = inhib3; RequireAll = false; RequiredObjectives.Add(inhib1); RequiredObjectives.Add(inhib2); RequiredObjectives.Add(inhib3); }
public InhibitorTracker(ObjectiveInhibitor[] inhib) { _inhib = inhib; RespawnTime = new float[inhib.Length]; Game.OnUpdate += Game_OnUpdate; }