/// <summary> /// Add a new enemy type to the factory.</summary> /// <param name="type">The Enemy type.</param> /// <param name="stats">The Enemy Stats.</param> /// <param name="items">The Items in the Enemies Inventory.</param> public static void AddEnemyType(string type, EnemyStats stats, BaseInventory inventory) { Stats[type] = stats; Inventories[type] = inventory; }
/// <summary> /// Transfer all the Items from the given Inventory.</summary> public void AddInventory(BaseInventory inventory) { for (int i = 0; i < inventory.ItemCount; i++) { AddItem(inventory.Items.ElementAt(i), inventory.Quantities.ElementAt(i)); } }
/// <summary> /// Initialize the Stats, Inventory, State and connect basic signals.</summary> /// <param name="stats">The Stats</param> /// <param name="inventory">The Inventory</param> public BaseCharacter(BaseStats stats, BaseInventory inventory) { Stats = stats; Inventory = inventory; CurrentState = IdleState; // Connect internal signals Stats.Life.OnMinReached += new MinReachedHandler(OnDefeated); // Learn the default CombatSkill LearnCombatSkill(SkillDatabase.GetCombatSkillByName("__Default__").Id); }