Ejemplo n.º 1
0
    public ScenarioState(EntityData _player, List <EntityData> _enemies, List <ItemData> _items, CardData _scenarioReward, Stack <Turn> _turns, Inventory _inventory, List <Vector2Int> _stagnatedPosition, List <Vector2Int> _threatenedPositions, StagnationStates _stagnationState, Direction _stagnationDirection, bool _isBossScenario)
    {
        player         = _player;
        enemies        = _enemies;
        turnStack      = _turns;
        items          = _items;
        inventory      = _inventory;
        scenarioReward = _scenarioReward;

        stagnatedPositions            = _stagnatedPosition;
        threatenedStagnationPositions = _threatenedPositions;
        stagnationState     = _stagnationState;
        stagnationDirection = _stagnationDirection;

        isBossScenario = _isBossScenario;
    }
Ejemplo n.º 2
0
    public ScenarioState(List <EntityData> _enemies, List <ItemData> _items, CardData _scenarioReward, Direction _stagnationDirection, bool _isBossScenario)
    {
        player  = GameStateManager.CurrentCampaign.player;
        enemies = _enemies;

        items          = _items;
        turnStack      = new Stack <Turn>();
        inventory      = GameStateManager.CurrentCampaign.inventory.Copy();
        scenarioReward = _scenarioReward;

        stagnationDirection           = _stagnationDirection;
        stagnatedPositions            = new List <Vector2Int>();
        threatenedStagnationPositions = new List <Vector2Int>();
        stagnationState = StagnationStates.Threatening;

        isBossScenario = _isBossScenario;
    }