public Gladiator(Race.RaceType rType, bool isPlayer) : base(rType, EntityClass.Gladiator, isPlayer) { var entityPrefabStore = Object.FindObjectOfType <EntityPrefabStore>(); CombatSpritePrefab = entityPrefabStore.GetCombatSpritePrefab("Gladiator"); GenerateStartingEquipment(EntityClass.Gladiator, _startingEquipmentTable); var audioStore = Object.FindObjectOfType <AudioStore>(); HurtSound = audioStore.companionHurt; DieSound = audioStore.companionDie; AttackSound = audioStore.genericAttack; }
public Wizard(Race.RaceType rType, bool isPlayer) : base(rType, EntityClass.Wizard, isPlayer) { var entityPrefabStore = Object.FindObjectOfType <EntityPrefabStore>(); CombatSpritePrefab = entityPrefabStore.GetCombatSpritePrefab("Wizard"); GenerateStartingEquipment(EntityClass.Wizard, _startingEquipmentTable); var audioStore = Object.FindObjectOfType <AudioStore>(); HurtSound = audioStore.companionHurt; DieSound = audioStore.companionDie; AttackSound = audioStore.genericAttack; //todo can probably define attack sounds for abilities then fall back on entity attack sound if not exist }
public ManAtArms(Race.RaceType rType, bool isPlayer) : base(rType, EntityClass.ManAtArms, isPlayer) { var entityPrefabStore = Object.FindObjectOfType <EntityPrefabStore>(); CombatSpritePrefab = entityPrefabStore.GetCombatSpritePrefab("ManAtArms"); GenerateStartingEquipment(EntityClass.ManAtArms, _startingEquipmentTable); var audioStore = Object.FindObjectOfType <AudioStore>(); HurtSound = audioStore.companionHurt; DieSound = audioStore.companionDie; AttackSound = audioStore.genericAttack; var spriteStore = Object.FindObjectOfType <SpriteStore>(); IdleSkinSwap = spriteStore.ManAtArmsIdleSwap; AttackSkinSwap = spriteStore.ManAtArmsAttackSwap; HitSkinSwap = spriteStore.ManAtArmsHitSwap; }
public Crossbowman(Race.RaceType rType, bool isPlayer) : base(rType, EntityClass.Crossbowman, isPlayer) { var entityPrefabStore = Object.FindObjectOfType <EntityPrefabStore>(); CombatSpritePrefab = entityPrefabStore.GetCombatSpritePrefab("Crossbowman"); GenerateStartingEquipment(EntityClass.Crossbowman, _startingEquipmentTable); var audioStore = Object.FindObjectOfType <AudioStore>(); HurtSound = audioStore.companionHurt; DieSound = audioStore.companionDie; AttackSound = audioStore.bowAttack; var spriteStore = Object.FindObjectOfType <SpriteStore>(); IdleSkinSwap = spriteStore.CrossbowmanIdleSwap; AttackSkinSwap = spriteStore.CrossbowmanAttackSwap; HitSkinSwap = spriteStore.CrossbowmanHitSwap; DeadSkinSwap = spriteStore.CrossbowmanDeadSwap; }
public Shaman(Race.RaceType rType, EntityClass eClass, bool isPlayer) : base(rType, eClass, isPlayer) //todo magic user { }