[1378] | 1 | #include "dxstdafx.h"
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| 2 | #include ".\universalweapon.h"
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| 3 | #include "Scene.h"
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| 4 | #include "GameScene.h"
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| 5 |
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| 6 | UniversalWeapon::UniversalWeapon(void) : Weapon()
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| 7 | {
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| 8 | }
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| 9 |
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| 10 | UniversalWeapon::~UniversalWeapon(void)
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| 11 | {
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| 12 | }
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| 13 |
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| 14 | void UniversalWeapon::setBulletType(int _bulletType)
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| 15 | {
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| 16 | this->bulletType = _bulletType;
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| 17 | }
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| 18 |
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| 19 | void UniversalWeapon::setReboundForce(float _reboundForce)
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| 20 | {
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| 21 | this->reboundForce = _reboundForce;
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| 22 | }
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| 23 |
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| 24 | void UniversalWeapon::setXFile(std::string filename)
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| 25 | {
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| 26 | this->xFileFilename = filename;
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| 27 | this->leftWeapon = (Object3d*) this->myScene->createNode(this->myScene->NODE_OBJECT3D, *this);
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| 28 | this->rightWeapon = (Object3d*) this->myScene->createNode(this->myScene->NODE_OBJECT3D, *this);
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| 29 | this->leftWeapon->setPosition(this->leftPos);
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| 30 | this->rightWeapon->setPosition(this->rightPos);
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| 31 | this->leftWeapon->loadMeshFromFile(filename);
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| 32 | this->rightWeapon->loadMeshFromFile(filename);
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| 33 | }
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| 34 |
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| 35 | void UniversalWeapon::initWeapon()
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| 36 | {
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| 37 | }
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| 38 |
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| 39 | void UniversalWeapon::doFire()
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| 40 | {
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| 41 | }
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| 42 |
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| 43 | Node* UniversalWeapon::clone()
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| 44 | {
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| 45 | UniversalWeapon *weapon = (UniversalWeapon*) this->myScene->createReferenceNode(GameScene::NODE_UNIVERSALWEAPON, true);
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| 46 | weapon->setWeaponType(this->weaponType);
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| 47 | weapon->setBulletType(this->bulletType);
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| 48 | weapon->setReboundForce(this->reboundForce);
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| 49 | weapon->setStateSound(Weapon::STATE_IDLE, this->soundNames[Weapon::STATE_IDLE]);
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| 50 | weapon->setStateTime(Weapon::STATE_PRELOAD, this->timeForState[Weapon::STATE_PRELOAD]);
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| 51 | weapon->setStateSound(Weapon::STATE_PRELOAD, this->soundNames[Weapon::STATE_PRELOAD]);
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| 52 | weapon->setStateTime(Weapon::STATE_FIRE, this->timeForState[Weapon::STATE_FIRE]);
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| 53 | weapon->setStateSound(Weapon::STATE_FIRE, this->soundNames[Weapon::STATE_FIRE]);
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| 54 | weapon->setStateTime(Weapon::STATE_POSTLOAD, this->timeForState[Weapon::STATE_POSTLOAD]);
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| 55 | weapon->setStateSound(Weapon::STATE_POSTLOAD, this->soundNames[Weapon::STATE_POSTLOAD]);
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| 56 | weapon->setStateSound(Weapon::STATE_EMPTY, this->soundNames[Weapon::STATE_EMPTY]);
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| 57 | weapon->setXFile(this->xFileFilename);
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| 58 | weapon->setStandBy(true);
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| 59 | return weapon;
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| 60 | } |
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