public static void Initialize() { ITEM = RegisterEntityBlueprint(new GenericEntityBlueprint <ItemEntity>("item")); BELT = RegisterEntityBlueprint(new GenericEntityBlueprint <Belt>("belt")); CHEST = RegisterEntityBlueprint(new GenericEntityBlueprint <Chest>("chest")); CHIKEN = RegisterEntityBlueprint(new GenericEntityBlueprint <Chicken>("chiken")); CRAFTING_BENCH = RegisterEntityBlueprint(new GenericEntityBlueprint <CraftingBench>("crafting_bench")); FISH = RegisterEntityBlueprint(new GenericEntityBlueprint <Fish>("fish")); FLOWER = RegisterEntityBlueprint(new GenericEntityBlueprint <Flower>("flower")); FURNACE = RegisterEntityBlueprint(new GenericEntityBlueprint <Furnace>("furnace")); GRASS = RegisterEntityBlueprint(new GenericEntityBlueprint <Grass>("grass")); PLAYER = RegisterEntityBlueprint(new GenericEntityBlueprint <Player>("player")); STAIRES = RegisterEntityBlueprint(new GenericEntityBlueprint <Stairs>("staires")); TNT = RegisterEntityBlueprint(new GenericEntityBlueprint <TNT>("tnt")); TORCH = RegisterEntityBlueprint(new GenericEntityBlueprint <Torch>("torch")); TREE = RegisterEntityBlueprint(new GenericEntityBlueprint <EntityTree>("tree")); ZOMBIE = RegisterEntityBlueprint(new GenericEntityBlueprint <Zombie>("zombie")); GROUPE_CREATURE = new BlueprintGroupe <EntityBlueprint>("creature") { Members = { CHIKEN, FISH, PLAYER, ZOMBIE } }; GROUPE_TREE = new BlueprintGroupe <EntityBlueprint>("tree") { Members = { TREE } }; GROUPE_SAVE_EXCUDED = new BlueprintGroupe <EntityBlueprint>("save_excluded") { Members = { PLAYER } }; }
public GroupeDamage(BlueprintGroupe <TGroupe> groupe, float damages) { Groupe = groupe; Damages = damages; }
public bool IsMemberOf(BlueprintGroupe <EntityBlueprint> groupe) { return(Blueprint != null && groupe.Members.Contains(Blueprint)); }