// Generate New Item public CharacterInventoryItem(string _name, string _desc, DefinedItems _item, string _icon, int _lvl, bool _isWeapon, DefinedItems[] _weaponMags, string _action, Dictionary <string, object> _metaData) { this.Name = _name; this.Description = _desc; this.DefinedItem = _item; this.Icon = _icon; this.Level = _lvl; this.IsWeapon = _isWeapon; this.WeaponMags = _weaponMags; this.Action = _action; this.Data = _metaData; }
public DungeonGameRules() { Floors = new DefinedFloors(); FloorTypes = TypeRegistry.CreateFrom(Floors, f => f.Mud); Walls = new DefinedWalls(); WallTypes = TypeRegistry.CreateFrom(Walls, w => w.None); Decorations = new DefinedDecorations(); DecorationTypes = TypeRegistry.CreateFrom(Decorations, d => d.None); var idGenerator = new IdGenerator(1); Characters = new DefinedCharacters(idGenerator); Items = new DefinedItems(idGenerator); ItemTypes = TypeRegistry.CreateFrom <IItemType>(Items).AppendFrom(Characters); }