/// <summary>Create a new breakable container with the specified item contents.</summary> /// <param name="tile">The tile location of the container.</param> /// <param name="items">A set of items the container will drop when broken. Null or empty lists are valid.</param> /// <param name="isBarrel">If true, the container will use the "barrel" sprite. If false, it will use the "crate" sprite.</param> public BreakableContainerFTM(Vector2 tile, IEnumerable <Item> items, bool isBarrel = true) : base(tile, barrel, false) { Items.AddRange(items); if (!isBarrel) //uses a parameter instead of a 50% chance { ParentSheetIndex = crate; } HitsToBreak.Value = 3; debris.Value = 12; breakDebrisSource.Value = new Rectangle(598, 1275, 13, 4); breakDebrisSource2.Value = new Rectangle(611, 1275, 10, 4); }
/// <summary>Create a new buried item location with the specified contents.</summary> /// <param name="tileLocation">The tile location of the buried items.</param> /// <param name="items">>A set of items the container will drop when broken. Null or empty lists are valid.</param> public BuriedItems(Vector2 tileLocation, IEnumerable <Item> items) : base(tileLocation, 590, 1) //use the typical constructor for an artifact spot { Items.AddRange(items); //add the provided set of items to this object's list }