Beispiel #1
0
        public Character(string sprite)
            : base(sprite)
        {
            //TODO: Be a bit more creative than this
            Speed = 130;

            CharacterStats = new CharacterStatCollection(this);

            // Allocate just enough room for equipment
            var numberOfEquipmentSlots = Enum.GetNames(typeof(EquipmentSlot)).Length;
            Equipment = new Equipment[numberOfEquipmentSlots];

            Skills = new List<Skill>();
        }
Beispiel #2
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        public Character(string sprite)
            : base(sprite)
        {
            //TODO: Be a bit more creative than this
            Speed = 130;

            CharacterStats = new CharacterStatCollection(this);

            // Allocate just enough room for equipment
            var numberOfEquipmentSlots = Enum.GetNames(typeof(EquipmentSlot)).Length;
            Equipment = new Equipment[numberOfEquipmentSlots];

            CharacterStats[StatTypes.Hitpoints].CurrentValueChanged += OnHitpointsChanged;

            Skills = new List<Skill>();
            ActiveStatusEffects = new StatusEffectCollection();
        }
 public ServerEquipmentUpdatePacket(Equipment equipment, EquipmentSlot slot)
 {
     Equipment = equipment;
     Slot = slot;
 }
        private void PlayerOnEquipmentChanged(Equipment equipment, Player player, EquipmentSlot slot)
        {
            var request = new ServerEquipmentUpdatePacket(equipment, slot);
            player.Client.Send(request);

            // Send notification to the client
            var request2 = new ServerSendGameMessagePacket(GameMessage.EquipmentChanged);
            player.Client.Send(request2);
        }
Beispiel #5
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 protected virtual void OnEquipmentChanged(Equipment equipment, Player player, EquipmentSlot slot)
 {
     EquipmentEvent handler = EquipmentChanged;
     if (handler != null) handler(equipment, player, slot);
 }