protected override void initSkills() { SoundEffect sfx = LoadingUtils.load <SoundEffect>(content, "FireBurst"); SkillFinished fireBurst = delegate() { float effectLife; Base2DSpriteDrawable shockWave = ModelGenerationUtil.generateWaveEffect(content, base.Position, Color.Red, out effectLife); VisualEffect effect = new VisualEffect(shockWave, effectLife); EffectsManager.getInstance().Visuals.Add(effect); }; this.skills.Add(new FirstBurst(sfx, 2f, fireBurst)); }
protected override void initSkills() { SoundEffect sfx = LoadingUtils.load <SoundEffect>(content, "Curse"); SkillFinished holySwirl = delegate() { float effectLife; Base2DSpriteDrawable shockWave = ModelGenerationUtil.generateWaveEffect(content, base.Position, Color.LightBlue, out effectLife); VisualEffect effect = new VisualEffect(shockWave, effectLife); EffectsManager.getInstance().Visuals.Add(effect); }; // this skill scales based on the level, start at 2000, get to 1600 int cooldown = 1800; int index = GameStateMachine.getInstance().LevelContext.MapIndex - 1; if (index != 0) { //cooldown = cooldown = 1600; } this.skills.Add(new HolySwirl(sfx, 2f, holySwirl, cooldown)); }
private void initSkills() { SoundEffect booSfx = LoadingUtils.load <SoundEffect>(content, "QuickShot"); SoundEffect shriekSfx = LoadingUtils.load <SoundEffect>(content, "Boo"); SoundEffect whooshSfx = LoadingUtils.load <SoundEffect>(content, "Whoosh"); SkillFinished appear = delegate() { int alpha = 255; resetFadeEffect(this.fadeEffect, alpha, FadeEffect.FadeState.PartialIn); resetFadeEffect(this.selectedFadeEffect, alpha, FadeEffect.FadeState.PartialIn); this.state = State.Visisble; }; SkillFinished disappear = delegate() { int alpha = 75; resetFadeEffect(this.fadeEffect, alpha, FadeEffect.FadeState.PartialOut); resetFadeEffect(this.selectedFadeEffect, alpha, FadeEffect.FadeState.PartialOut); this.state = State.Invisible; this.observerHandler.notifyGhostChange(this); }; SkillFinished shriek = delegate() { int alpha = 255; resetFadeEffect(this.fadeEffect, alpha, FadeEffect.FadeState.PartialIn); resetFadeEffect(this.selectedFadeEffect, alpha, FadeEffect.FadeState.PartialIn); this.state = State.Visisble; float effectLife; Base2DSpriteDrawable shockWave = ModelGenerationUtil.generateWaveEffect(content, base.Position, Color.Orange, out effectLife); VisualEffect effect = new VisualEffect(shockWave, effectLife); EffectsManager.getInstance().Visuals.Add(effect); }; SkillFinished boo = delegate() { int alpha = 255; resetFadeEffect(this.fadeEffect, alpha, FadeEffect.FadeState.PartialIn); resetFadeEffect(this.selectedFadeEffect, alpha, FadeEffect.FadeState.PartialIn); this.state = State.Visisble; float effectLife; Base2DSpriteDrawable shockWave = ModelGenerationUtil.generateWaveEffect(content, base.Position, Color.Green, out effectLife); VisualEffect effect = new VisualEffect(shockWave, effectLife); EffectsManager.getInstance().Visuals.Add(effect); }; Skill booSkill = new Boo(booSfx, boo); Skill shriekSkill = new Shriek(shriekSfx, shriek); Skill appearSkill = new Appear(whooshSfx, appear); Skill hideSkill = new Disappear(whooshSfx, disappear); this.aggressiveSkills = new Dictionary <Keys, Skill>(); this.aggressiveSkills.Add(Keys.D1, booSkill); this.aggressiveSkills.Add(Keys.D2, shriekSkill); this.passiveskills = new Dictionary <Keys, Skill>(); this.passiveskills.Add(Keys.D3, appearSkill); this.passiveskills.Add(Keys.D4, hideSkill); this.Skills = new List <Skill>(); this.Skills.Add(booSkill); this.Skills.Add(shriekSkill); this.Skills.Add(appearSkill); this.Skills.Add(hideSkill); }