public ClampedAttribute(AttributeName attributeName, float baseValue, float minValue, float maxValue, float levelIncrement, LevelIncrementType levelIncrementType) : base(attributeName, baseValue, levelIncrement, levelIncrementType) { this.minValue = minValue; this.maxValue = maxValue; }
public Attribute( AttributeName attributeName, float baseValue, float levelIncrement = 0.0f, LevelIncrementType levelIncrementType = LevelIncrementType.Percentage) { LevelIncrement = levelIncrement; LevelIncrementType = levelIncrementType; AttributeName = attributeName; BaseValue = baseValue; _attributeLevel = 1; IsDirty = true; _attributeEffects = new List <AttributeEffect>(); _levelAttributeEffects = new Dictionary <int, AttributeEffect>(); }
public Attribute(Attribute source) { LevelIncrement = source.LevelIncrement; LevelIncrementType = source.LevelIncrementType; AttributeName = source.AttributeName; _attributeLevel = 1; //is leveled up by tower levelup BaseValue = source.BaseValue; IsDirty = true; _attributeEffects = new List <AttributeEffect>(); source._attributeEffects.ForEach(effect => { _attributeEffects.Add(new AttributeEffect(effect)); }); _levelAttributeEffects = new Dictionary <int, AttributeEffect>(); }