protected Designation(GameWorld owner, ICanAccess canAccess, bool repeatable) : base(owner) { _isReady = false; IsRepetable = repeatable; _isTaken = false; IsComplete = false; Owner = owner; JobType = ""; AccessPoints = canAccess.GetAllAccessPoints().Select(p => owner.Environment[p]).ToList(); }
/// <summary> /// Initialises a new instance of the ActorStateMove class, with a MovementDestination destination. /// </summary> /// <param name="myActor">The actor who this state belongs to.</param> /// <param name="movementDestination">A MovementDestination instance containing destination information.</param> /// <param name="owner">The owning game world.</param> public ActorStateMoveToICanAccess(Actor myActor, ICanAccess movementDestination, GameWorld owner) : base(myActor, owner, true) { _movementDestination = movementDestination; ActionType = "movement"; }