/*************************************************************** * 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()); }