public BattleCharacter(BattleSystem battleSystem, CharacterSpec characterSpec, List <ISkill> skills) { CurrentSpec = new CharacterSpec(characterSpec); BaseSpec = characterSpec; Skills = skills; AbnormalStateController = new AbnormalStateController(this, battleSystem); }
public BattlePlayer CreateBattlePlayer(BattleSystem battleSystem) { var weapon = MasterDataEquipment.Get.GetRecord(weaponName); var instanceSkillTypes = new List <SkillType>(skillTypes); instanceSkillTypes.AddRange(weapon.Skills); var instanceCharacterStatus = new CharacterStatus(characterStatus); instanceCharacterStatus.Add(weapon); var characterSpec = new CharacterSpec(name, weapon.AttackAttribute, instanceCharacterStatus, instanceSkillTypes); var skills = characterSpec.CreateSkills(); instanceCharacterStatus.Add(skills, characterStatus); return(new BattlePlayer(battleSystem, characterSpec, skills, commands)); }
public BattlePlayer(BattleSystem battleSystem, CharacterSpec characterSpec, List <ISkill> skills, List <string> commands) : base(battleSystem, characterSpec, skills) { Commands = commands.Select(x => new CommandData(x)).ToList(); }
public BattleEnemy(BattleSystem battleSystem, CharacterSpec characterSpec, List <ISkill> skills, IAI ai) : base(battleSystem, characterSpec, skills) { this.ai = ai; }
public CharacterSpec(CharacterSpec other) : this(other.name, other.attackAttribute, new CharacterStatus(other.status), other.skillTypes) { }