public Deck(int id, PlayerClasses pClass) { Id = id; Cards = new List <Card>(); Class = pClass; Title = ""; }
public Deck(PlayerClasses pClass) { Id = 0; Cards = new List <Card>(); Class = pClass; Title = ""; }
public void Init(PlayerClasses myrepresentedclass, CharacterSelectUI ui) { _parent = transform.parent; _myRect = GetComponent <RectTransform>(); _startPos = _myRect.position; _myClass = myrepresentedclass; _uiRef = ui; switch (_myClass) { case PlayerClasses.WARRIOR: _myimageColor = Color.green; _mySprite = Resources.Load <Sprite>("UI/CharacterInfo/Sprites/Warrior"); GetComponent <Image>().sprite = _mySprite; _myDescription = "A fighter through and through. He knows his way around the battlefield as well as many weapons. Good in a fight, bad at trivia night."; break; case PlayerClasses.MAGE: _myimageColor = Color.blue; GetComponent <Image>().color = _myimageColor; _myDescription = "A man shoruded in magic. His knowledge of the Arcane Arts allows him to use a plethora of spells and magical resistances. Just don't Expect him to help in a fist fight."; break; default: break; } /*Rect myrect = _myRect.rect; * myrect.width = 150; * myrect.height = myrect.width; * Debug.Log(myrect.width); */ }
public void ClassName(string className) { classNameText.text = className; switch (className) { case "Myconist": playerClass = PlayerClasses.Myconist; break; case "Botanist": playerClass = PlayerClasses.Botanist; break; case "Guardian": playerClass = PlayerClasses.Guardian; break; case "Paladin": playerClass = PlayerClasses.Paladin; break; case "Pyromancer": playerClass = PlayerClasses.Pyromancer; break; case "Necromancer": playerClass = PlayerClasses.Necromancer; break; default: break; } }
/*************************************************************** * the setID() member function allows for a defered setting * of the ID until the sub-class constructor * is called. * * Based on the classId pased in, the health properties are * set by the logic within the consturctor of this player's * damageable instance. * * @param - classId: The sub-classes adventuring class type * (Warrior, Wizard, Rogue or Cleric). **************************************************************/ protected void setCommonData(PlayerClasses classId) { this.classId = classId; abilities = new Abilities(getAbilityPath(classId), type, true); healthProperties = new Damageable(classId); assetData.name = classId.ToString(); setSpritePath(classId.ToString()); }
public void classDescr() { PlayerClasses pclass = GetComponentInParent <PlayerClasses>(); ClassUltimate cUlt = GetComponentInParent <ClassUltimate>(); title = cUlt.descrTable.getName(pclass.classNumber); descr1 = cUlt.descrTable.getText(pclass.classNumber) + "\n\nUltimate\n" + cUlt.descrTable.getText2(pclass.classNumber); }
public Card(string Id, string Name, string Text, PlayerClasses Class, Rarity Rarity, int Cost) { this.Id = Id; this.Name = Name; this.Text = Text; this.Class = Class; this.Rarity = Rarity; this.Cost = Cost; }
public void RemoveClass(PlayerClasses playerClass) { if (!classObject.ContainsKey(playerClass)) { return; } Destroy(classObject[playerClass]); classObject.Remove(playerClass); }
public GameObject SpawnClass(GameObject charObject, PlayerClasses playerClass) { RemoveClass(playerClass); var g = Instantiate(charObject, classBasedSpawnPoints[(int)playerClass].position, classBasedSpawnPoints[(int)playerClass].rotation); classObject.Add(playerClass, g); return(g); }
public Player(string name, Races race, PlayerClasses playerClass, int strength, int dexterity, int constitution, int intelligence, int wisdom, int charisma) { Name = name; Race = race; PlayerClass = playerClass; Strength = strength; Dexterity = dexterity; Constitution = constitution; Intelligence = intelligence; Wisdom = wisdom; Charisma = charisma; }
public override void Die() { //only die once if (dead) { return; } dead = true; //death call to player PlayerClasses pClass = FindObjectOfType <PlayerClasses>(); pClass.enemyKilled(); //Randomly select a bait from dropTable based on dropOdds and give to player PlayerStats pStats = pClass.GetComponentInParent <PlayerStats>(); float dropValue = Random.Range(0, dropRange); int dropIndex = 0; if (dropValue > 0) { dropIndex = -1; while (dropValue > 0) { dropIndex++; dropValue -= dropOdds[dropIndex]; } } if (dropTable[dropIndex] >= 0) { pStats.baitInventory.addBait(dropTable[dropIndex]); } myBase.myCombat.OnDeath(); if (numberOfTimesToRespawn == 0) { Destroy(gameObject); } else { if (numberOfTimesToRespawn != -1) { numberOfTimesToRespawn--; } this.transform.position = spawnPoint; currentHP = maxHP; healthbar.value = 1; } }
private void setDeathStats() { PlayerPrefs.SetInt("Level", dungeonLevel + 1); PlayerPrefs.SetFloat("Time", levelTime); PlayerClasses pc = GetComponent <PlayerClasses>(); PlayerPrefs.SetString("Class", GetComponent <PlayerClasses>().classes[pc.classNumber].name); PlayerPrefs.SetInt("BaitGot", baitInventory.baitsGot); PlayerPrefs.SetInt("Weapons", weaponInv.wepsGot); PlayerPrefs.SetInt("BaitLeft", baitInventory.getBaitTotal()); //The other playerpref values are set elsewere realtime }
private void Start() { audioSrc = GetComponent <AudioSource>(); if (audioSrc == null) { audioSrc = gameObject.AddComponent <AudioSource>(); } PlayerClasses PC = GetComponent <PlayerClasses>(); PC.getMods(weaponMods); meleeWeaponClass = PC.melee; rangedWeaponClass = PC.ranged; SetWeapon(this.meleeWeaponClass); SetWeapon(this.rangedWeaponClass); }
void OnGUI() { playerName = GUILayout.TextArea(playerName); if(GUILayout.Toggle(selectedClass == PlayerClasses.MAGE, "MAGE CLASS"))selectedClass = PlayerClasses.MAGE; if (GUILayout.Toggle(selectedClass == PlayerClasses.WARRIOR, "WARRIOR CLASS")) selectedClass = PlayerClasses.WARRIOR; if (GUILayout.Toggle(selectedClass == PlayerClasses.HITMAN, "HITMAN CLASS")) selectedClass = PlayerClasses.HITMAN; if (GUILayout.Toggle(selectedClass == PlayerClasses.MEDIC, "MEDIC CLASS")) selectedClass = PlayerClasses.MEDIC; if (GUILayout.Button("CREATE")) { if (selectedClass == PlayerClasses.MAGE) { newPlayer.PlayerClass = new BaseMageClass(); }else if (selectedClass == PlayerClasses.WARRIOR) { newPlayer.PlayerClass = new BaseWarriorClass(); }else if (selectedClass == PlayerClasses.HITMAN) { newPlayer.PlayerClass = new BaseHitManClass(); }else if (selectedClass == PlayerClasses.MEDIC) { newPlayer.PlayerClass = new BaseMedicClass(); } //Create the player and set stats CreateNewPlayer(); //Save to User Prefs File Function (Below) StoreNewPlayerInfo(); //Calls Another Script to Save Prefs to Unity Static Object, SaveInformation.SaveAllInformation(); } //Test The Char Load on a Scene if (GUILayout.Button("LOAD")) { Application.LoadLevel("tset"); } }
public override void Die() { currentHP = maxHP; stamina = staminaMax; ammo = maxAmmo; if (appliedStats != null) { Fish.UnbuffPlayerStats(pbase, false); } PlayerClasses pClass = GetComponent <PlayerClasses>(); pClass.initialize(); setDeathStats(); baitInventory.flushBait(); pbase.rigidBody.velocity = Vector2.zero; killRegen = 0; dungeonLevel = 0; SceneManager.LoadScene("DeathScreen"); Destroy(gameObject, 0.1f); Destroy(Camera.main.gameObject, 0.1f); }
public void setSpecialAttributes(PlayerClasses pc) { melee = pc.melee; ranged = pc.ranged; chainLighting = pc.chainLighting; chainChance = pc.chainChance; chainLength = pc.chainLength; lightingDamage = pc.lightingDamage; chainRadius = pc.chainRadius; lightingPrefab = pc.lightingPrefab; lunge = pc.lunge; meleeLungeDistance = pc.meleeLungeDistance; rangedLungeDistance = pc.rangedLungeDistance; killChain = pc.killChain; killRequirement = pc.killRequirement; chainTime = pc.chainTime; speedBoost = pc.speedBoost; }
/// <summary> /// Constructs a Damageable component for a player object. /// </summary> /// <param name="classId">The player class <see cref="Assets.Scripts.Entities.Players.PlayerClasses"/> that represents the adventuring class chosen by a player. /// <para> /// This class id is used to determine which /// modifier to use and set the maximun and current health values to. /// </para> /// </param> public Damageable(PlayerClasses classId) { switch (classId) { case PlayerClasses.WARRIOR: this.maxHealth = PLAYER_BASE_HP + (HealthModifiers.WARRIOR_MOD * PLAYER_BASE_HP); break; case PlayerClasses.WIZARD: this.maxHealth = PLAYER_BASE_HP + (HealthModifiers.WIZARD_MOD * PLAYER_BASE_HP); break; case PlayerClasses.ROGUE: this.maxHealth = PLAYER_BASE_HP; break; case PlayerClasses.CLERIC: this.maxHealth = PLAYER_BASE_HP + (HealthModifiers.CLERIC_MOD * PLAYER_BASE_HP); break; } this.currentHealth = this.maxHealth; }
/*************************************************************** * @param - classId: The sub-class's adventuring class type * (Warrior, Wizard, Rogue or Cleric). * * @return - the directory path read from the warrior,wizard,rogue * or cleric JSON file where the to find the icons for a classes * abilities. **************************************************************/ public static string getAbilityPath(PlayerClasses classId) { string result = ""; switch (classId) { case PlayerClasses.WARRIOR: result = Warrior.abilityPath; break; case PlayerClasses.WIZARD: result = Wizard.abilityPath; break; case PlayerClasses.ROGUE: result = Rogue.abilityPath; break; case PlayerClasses.CLERIC: result = Cleric.abilityPath; break; } return(result); }
public Village(Game1 g, GraphicsDevice gd, ContentManager c, PlayerClasses playerClass) : base(g, gd, c) { #region local variables var playerScale = 1f; var inventoryTexture = content.Load <Texture2D>("Inventory"); var slotTexture = content.Load <Texture2D>("InventorySlot"); int inventorySlots = 6; var healthPotionTexture = content.Load <Texture2D>("HealthPotion"); var manaPotionTexture = content.Load <Texture2D>("ManaPotion"); var font = content.Load <SpriteFont>("Font"); var healthBarTexture = content.Load <Texture2D>("HealthBarBorder"); var healthTexture = content.Load <Texture2D>("Health"); var staminaTexture = content.Load <Texture2D>("Stamina"); var anivilTexture = content.Load <Texture2D>("Anvil"); var background = content.Load <Texture2D>("VillageBackground"); var box = content.Load <Texture2D>("Box"); var startingSwordTexture = content.Load <Texture2D>("StartingSword"); var startingBowTexture = content.Load <Texture2D>("StartingBow"); var startingWarriorBreastplate = content.Load <Texture2D>("StartingWarriorBreastplate"); var startingArcherBreastplate = content.Load <Texture2D>("StartingArcherBreastplate"); var startingWarriorHelmet = content.Load <Texture2D>("StartingWarriorHelmet"); var startingArcherHelmet = content.Load <Texture2D>("StartingArcherHelmet"); var startingBoots = content.Load <Texture2D>("StartingBoots"); var blackSmithAnimations = new Dictionary <string, Animation>() { { "Idle", new Animation(content.Load <Texture2D>("Blacksmith"), 3, game.Scale) }, }; var shopkeeperAnimations = new Dictionary <string, Animation>() { { "Idle", new Animation(content.Load <Texture2D>("Shopkeeper"), 1, game.Scale) }, }; #endregion switch (playerClass) { case PlayerClasses.Warrior: { var animations = new Dictionary <string, Animation>() { { "Idle", new Animation(content.Load <Texture2D>("Warrior"), 1, playerScale * game.Scale) }, { "WalkRight", new Animation(content.Load <Texture2D>("WalkRight"), 3, playerScale * game.Scale) }, { "WalkLeft", new Animation(content.Load <Texture2D>("WalkLeft"), 3, playerScale * game.Scale) } }; player = new Warrior(animations, g.Scale) { Position = new Vector2(0.05f * game.Width, 0.4f * game.Height), InventoryManager = new InventoryManager(inventoryTexture, slotTexture, font, inventorySlots, new Vector2(0.75f * game.Width, 0.05f * game.Height), game.Scale), HealthBar = new HealthBar(healthBarTexture, healthTexture, new Vector2(0.03f * game.Width, 0.9f * game.Height), game.Scale) }; if (player is StaminaUser) { (player as StaminaUser).StaminaBar = new StaminaBar(healthBarTexture, staminaTexture, new Vector2(0.03f * game.Width, 0.95f * game.Height), game.Scale); } player.InventoryManager.AddItem(new StartingSword(startingSwordTexture, game.Scale)); player.InventoryManager.AddItem(new StartingWarriorHelmet(startingWarriorHelmet, game.Scale)); player.InventoryManager.AddItem(new StartingWarriorBreastplate(startingWarriorBreastplate, game.Scale)); player.InventoryManager.AddItem(new StartingBoots(startingBoots, game.Scale)); player.InventoryManager.EquipmentManager = new EquipmentManager(inventoryTexture, slotTexture, font, new Vector2(0.02f * game.Width, 0.05f * game.Height), game.Scale); player.InventoryManager.EquipmentManager.EquipmentSlots = new List <InventorySlot>() { new WarriorHelmetSlot(slotTexture, font, game.Scale) { Position = new Vector2(0.075f * game.Width, 0.07f * game.Height) }, new NecklaceSlot(slotTexture, font, game.Scale) { Position = new Vector2(0.075f * game.Width, 0.07f * game.Height + slotTexture.Height * game.Scale) }, new WarriorBreastplateSlot(slotTexture, font, game.Scale) { Position = new Vector2(0.075f * game.Width, 0.07f * game.Height + 2 * slotTexture.Height * game.Scale) }, new BootsSlot(slotTexture, font, game.Scale) { Position = new Vector2(0.075f * game.Width, 0.07f * game.Height + 3 * slotTexture.Height * game.Scale) }, new SwordSlot(slotTexture, font, game.Scale) { Position = new Vector2(0.025f * game.Width, 0.07f * game.Height + 2 * slotTexture.Height * game.Scale) }, new ShieldSlot(slotTexture, font, game.Scale) { Position = new Vector2(0.125f * game.Width, 0.07f * game.Height + 1 * slotTexture.Height * game.Scale) }, new RingSlot(slotTexture, font, game.Scale) { Position = new Vector2(0.125f * game.Width, 0.07f * game.Height + 2 * slotTexture.Height * game.Scale) } }; break; } case PlayerClasses.Archer: { var animations = new Dictionary <string, Animation>() { { "Idle", new Animation(content.Load <Texture2D>("Archer"), 1, playerScale * game.Scale) }, { "WalkRight", new Animation(content.Load <Texture2D>("WalkRight"), 3, playerScale * game.Scale) }, { "WalkLeft", new Animation(content.Load <Texture2D>("WalkLeft"), 3, playerScale * game.Scale) } }; player = new Archer(animations, g.Scale) { Position = new Vector2(0.05f * game.Width, 0.4f * game.Height), InventoryManager = new InventoryManager(inventoryTexture, slotTexture, font, inventorySlots, new Vector2(0.75f * game.Width, 0.05f * game.Height), game.Scale), HealthBar = new HealthBar(healthBarTexture, healthTexture, new Vector2(0.03f * game.Width, 0.9f * game.Height), game.Scale) }; if (player is StaminaUser) { (player as StaminaUser).StaminaBar = new StaminaBar(healthBarTexture, staminaTexture, new Vector2(0.03f * game.Width, 0.95f * game.Height), game.Scale); } player.InventoryManager.AddItem(new StartingBow(startingBowTexture, game.Scale)); player.InventoryManager.AddItem(new StartingArcherHelmet(startingArcherHelmet, game.Scale)); player.InventoryManager.AddItem(new StartingArcherBreastplate(startingArcherBreastplate, game.Scale)); player.InventoryManager.AddItem(new StartingBoots(startingBoots, game.Scale)); player.InventoryManager.EquipmentManager = new EquipmentManager(inventoryTexture, slotTexture, font, new Vector2(0.02f * game.Width, 0.05f * game.Height), game.Scale); player.InventoryManager.EquipmentManager.EquipmentSlots = new List <InventorySlot>() { new ArcherHelmetSlot(slotTexture, font, game.Scale) { Position = new Vector2(0.075f * game.Width, 0.07f * game.Height) }, new NecklaceSlot(slotTexture, font, game.Scale) { Position = new Vector2(0.075f * game.Width, 0.075f * game.Height + slotTexture.Height * game.Scale) }, new ArcherBreastplateslot(slotTexture, font, game.Scale) { Position = new Vector2(0.075f * game.Width, 0.07f * game.Height + 2 * slotTexture.Height * game.Scale) }, new BootsSlot(slotTexture, font, game.Scale) { Position = new Vector2(0.075f * game.Width, 0.07f * game.Height + 3 * slotTexture.Height * game.Scale) }, new BowSlot(slotTexture, font, game.Scale) { Position = new Vector2(0.025f * game.Width, 0.07f * game.Height + 2 * slotTexture.Height * game.Scale) }, new RingSlot(slotTexture, font, game.Scale) { Position = new Vector2(0.125f * game.Width, 0.07f * game.Height + 2 * slotTexture.Height * game.Scale) } }; break; } case PlayerClasses.Wizard: { //Not implemented yet //player = new Wizard(content.Load<Texture2D>("Archer"), g.Scale); if (player is ManaUser) { (player as ManaUser).InventoryManager.AddItem(new ManaPotion(manaPotionTexture, game.Scale), 2); } break; } } player.InventoryManager.AddItem(new HealthPotion(healthPotionTexture, game.Scale), 2); components = new List <Component> { new Sprite(background, g.Scale) { Position = new Vector2(0, 0) }, }; movingComponents = new List <Component> { new Blacksmith(blackSmithAnimations) { Position = new Vector2(0.813f * game.Width, 0.33f * game.Height) }, new Shopkeeper(shopkeeperAnimations) { Position = new Vector2(0.513f * game.Width, 0.40f * game.Height) }, new Sprite(box, g.Scale) { Position = new Vector2(0.813f * game.Width, 0.55f * game.Height) }, new Sprite(anivilTexture, g.Scale) { Position = new Vector2(0.813f * game.Width, 0.45f * game.Height) }, player }; if (player is StaminaUser) { uiComponents = new List <Component> { player.InventoryManager, player.HealthBar, (player as StaminaUser).StaminaBar }; } }
public override void Deserialize( GenericReader reader ) { base.Deserialize( reader ); int version = reader.ReadInt(); switch( version ) { /* case 2: { Hallucinating = ( bool )reader.ReadBool(); goto case 1; }*/ case 1: { IsMarried = ( bool )reader.ReadBool(); m_AllowGayMarriages = ( bool )reader.ReadBool(); m_AllowCelestialMarriages = ( bool )reader.ReadBool(); m_MarriageTime = reader.ReadDateTime(); m_WifeLoc = reader.ReadPoint3D(); m_HusbandLoc = reader.ReadPoint3D(); m_MaritalStatus = ( MaritalStatus )reader.ReadInt(); m_TypeOfMarriage = ( TypeOfMarriage )reader.ReadInt(); m_FirstName = ( string )reader.ReadString(); m_LastName = ( string )reader.ReadString(); m_MaidenName = ( string )reader.ReadString(); m_RankPoints = reader.ReadInt(); /*GD13_HS_Start_5*/ m_HuntMode = ( HuntMode )reader.ReadInt(); m_HuntRank = ( HuntRank )reader.ReadInt(); m_HuntReward = ( HuntReward )reader.ReadInt(); m_Hunting = ( bool )reader.ReadBool(); m_EasyKills = reader.ReadInt(); m_HardKills = reader.ReadInt(); m_ExtremeKills = reader.ReadInt(); m_GodKills = reader.ReadInt(); /*GD13_HS_End_5*/ goto case 0; } case 0: { m_Class = ( PlayerClasses )reader.ReadInt(); m_Race = ( PlayerRaces )reader.ReadInt(); m_Tribe = ( PlayerTribes )reader.ReadInt(); m_Rank = ( PlayerRanks )reader.ReadInt(); m_RewardsClaimed = reader.ReadInt(); m_Level = reader.ReadInt(); m_SkillPts = reader.ReadInt(); m_Experience = reader.ReadInt(); m_Age = reader.ReadInt(); m_NextLevelUp = reader.ReadInt(); m_Updated = reader.ReadBool(); m_Bioenginer = reader.ReadBool(); NextSmithBulkOrder = reader.ReadTimeSpan(); NextTailorBulkOrder = reader.ReadTimeSpan(); //NextFletcherBulkOrder = reader.ReadTimeSpan(); //NextCarpenterBulkOrder = reader.ReadTimeSpan(); //NextTinkerBulkOrder = reader.ReadTimeSpan(); //NextTamingBulkOrder = reader.ReadTimeSpan(); m_BOBFilter = new Engines.BulkOrders.BOBFilter( reader ); //m_TinkBOBFilter = new Engines.BulkOrders.TinkBOBFilter( reader ); //m_TamingBOBFilter = new Engines.BulkOrders.TamingBOBFilter( reader ); m_Flags = (MyPlayerFlag)reader.ReadInt(); break; } } if ( m_BOBFilter == null ) m_BOBFilter = new Engines.BulkOrders.BOBFilter(); /* if ( m_TinkBOBFilter == null ) m_TinkBOBFilter = new Engines.BulkOrders.TinkBOBFilter(); if ( m_TamingBOBFilter == null ) m_TamingBOBFilter = new Engines.BulkOrders.TamingBOBFilter();*/ }
public override void Deserialize(GenericReader reader) { base.Deserialize(reader); int version = reader.ReadInt(); switch (version) { /* case 2: * { * Hallucinating = ( bool )reader.ReadBool(); * goto case 1; * }*/ case 1: { IsMarried = ( bool )reader.ReadBool(); m_AllowGayMarriages = ( bool )reader.ReadBool(); m_AllowCelestialMarriages = ( bool )reader.ReadBool(); m_MarriageTime = reader.ReadDateTime(); m_WifeLoc = reader.ReadPoint3D(); m_HusbandLoc = reader.ReadPoint3D(); m_MaritalStatus = ( MaritalStatus )reader.ReadInt(); m_TypeOfMarriage = ( TypeOfMarriage )reader.ReadInt(); m_FirstName = ( string )reader.ReadString(); m_LastName = ( string )reader.ReadString(); m_MaidenName = ( string )reader.ReadString(); m_RankPoints = reader.ReadInt(); /*GD13_HS_Start_5*/ m_HuntMode = ( HuntMode )reader.ReadInt(); m_HuntRank = ( HuntRank )reader.ReadInt(); m_HuntReward = ( HuntReward )reader.ReadInt(); m_Hunting = ( bool )reader.ReadBool(); m_EasyKills = reader.ReadInt(); m_HardKills = reader.ReadInt(); m_ExtremeKills = reader.ReadInt(); m_GodKills = reader.ReadInt(); /*GD13_HS_End_5*/ goto case 0; } case 0: { m_Class = ( PlayerClasses )reader.ReadInt(); m_Race = ( PlayerRaces )reader.ReadInt(); m_Tribe = ( PlayerTribes )reader.ReadInt(); m_Rank = ( PlayerRanks )reader.ReadInt(); m_RewardsClaimed = reader.ReadInt(); m_Level = reader.ReadInt(); m_SkillPts = reader.ReadInt(); m_Experience = reader.ReadInt(); m_Age = reader.ReadInt(); m_NextLevelUp = reader.ReadInt(); m_Updated = reader.ReadBool(); m_Bioenginer = reader.ReadBool(); NextSmithBulkOrder = reader.ReadTimeSpan(); NextTailorBulkOrder = reader.ReadTimeSpan(); //NextFletcherBulkOrder = reader.ReadTimeSpan(); //NextCarpenterBulkOrder = reader.ReadTimeSpan(); //NextTinkerBulkOrder = reader.ReadTimeSpan(); //NextTamingBulkOrder = reader.ReadTimeSpan(); m_BOBFilter = new Engines.BulkOrders.BOBFilter(reader); //m_TinkBOBFilter = new Engines.BulkOrders.TinkBOBFilter( reader ); //m_TamingBOBFilter = new Engines.BulkOrders.TamingBOBFilter( reader ); m_Flags = (MyPlayerFlag)reader.ReadInt(); break; } } if (m_BOBFilter == null) { m_BOBFilter = new Engines.BulkOrders.BOBFilter(); } /* if ( m_TinkBOBFilter == null ) * m_TinkBOBFilter = new Engines.BulkOrders.TinkBOBFilter(); * * if ( m_TamingBOBFilter == null ) * m_TamingBOBFilter = new Engines.BulkOrders.TamingBOBFilter();*/ }
public static bool IsAllowed(this PlayerClasses mask, PlayerClass playerClass) => playerClass switch {