public Character() { IsLerpingPosition = false; IsLerpingRotation = false; Inventory = new InventoryBindingList(); Inventory.AllowNew = true; Inventory.AllowRemove = true; Inventory.RaiseListChangedEvents = true; UpdateStats(); }
public Character( int characterId, string characterName, string characterPersonality, GameObject avatar, int maxHealth, int currentHealth, int maxStamina, int currentStamina, int gold, int baseWeight, int baseDamage, int baseArmor, int weaponId, int apparelId, int dialogueId, Vector3 origin ) { CharacterId = characterId; CharacterName = characterName; CharacterPersonality = characterPersonality; Avatar = avatar; Origin = origin; IsDead = false; IsLerpingPosition = false; IsLerpingRotation = false; RealPosition = avatar.transform.position; RealRotation = avatar.transform.rotation; TimeBetweenMovementStart = Time.time; MaxHealth = maxHealth; CurrentHealth = currentHealth; MaxStamina = maxStamina; CurrentStamina = currentStamina; Gold = gold; BaseWeight = baseWeight; Weight = BaseWeight; BaseDamage = baseDamage; Damage = BaseDamage; BaseArmor = baseArmor; Armor = BaseArmor; WeaponId = weaponId; ApparelId = apparelId; Inventory = new InventoryBindingList(); Inventory.AllowNew = true; Inventory.AllowRemove = true; Inventory.RaiseListChangedEvents = true; DialogueId = dialogueId; Dialogues = DialogueList.Dialogues[dialogueId]; UpdateStats(); }