/// <summary> /// Call this to initialize a Behaviour with data supplied in a file. /// </summary> /// <param name="fileName">The file to load from.</param> public override void LoadContent(String fileName) { base.LoadContent(fileName); InventoryDefinition def = GameObjectManager.pInstance.pContentManager.Load <InventoryDefinition>(fileName); // Assume a starting size of the inventory. mObjects = new List <GameObject>(16); // To start the inventory is empty and so no items have been selected. mCurrentObject = -1; }
public void Initialize(InventoryDefinition lootInventory, UnitLogic[] startingUnits, GameItemData itemData) { LootInventory = lootInventory; CurrentUnits = startingUnits.ToList(); ItemData = itemData; CurrentUnitCount = 0; foreach (UnitLogic unit in CurrentUnits) { unit.OnPathFinished.AddListener(OnAdventureFinish); unit.SetDisable(); } AddNewUnit(); }
public PlayerDefinition( string userId, string name, CombatStats combatStats, SkillStats skillStats, SkillResources skillResources, Statistics statistics, PlayerAppearanceDefinition appearance, InventoryDefinition inventory) { this.UserId = userId; this.Name = name; this.CombatStats = combatStats ?? new CombatStats(); this.SkillStats = skillStats ?? new SkillStats(); this.SkillResources = skillResources ?? new SkillResources(); this.Statistics = statistics ?? new Statistics(); this.Appearance = appearance; this.Inventory = inventory ?? new InventoryDefinition(null, null); }
public InventoryExpansion(InventoryDefinition inventory, GameState currentState) { this.inventory = inventory; this.currentState = currentState; }
public static T SetInventoryDefinition <T>(this T entity, InventoryDefinition value) where T : CharacterRaceDefinition { entity.SetField("inventoryDefinition", value); return(entity); }