protected void InitializeSpecificFeaturesOfClass(e_playerClass category, ASkillManager <APlayer> skills, PlayerAttribute <APlayer> attribute) { this.username = "******"; this.InitializeServiceLocator(); this.category = category; this.skills = skills; this.attributes = attribute; this.items = new ItemManager <APlayer>(); this.items.Initialize(this); //logiquement l'item manager aura une référence sur notre classe pour savoir si il peut équiper des objest spécifique a la classe this.InitializePlayer(); }
public void Action(GameObject user, AEntityAttribute <TModuleType> playerAttribute, ASkillManager <TModuleType> mgr) { if (this.equipped != e_equipmentEquipped.NOT_EQUIPPED && this.skill.CanUseSkill(playerAttribute)) { if (skill.category == e_skillCategory.Destruction) { mgr.PlayASkill(user, playerAttribute, "Fireball"); } if (skill.category == e_skillCategory.Heal) { mgr.PlayASkill(user, playerAttribute, "Simple Heal"); } if (skill.category == e_skillCategory.Power) { mgr.PlayASkill(user, playerAttribute, "earScream"); } } //skill.Effect(user, playerAttribute); }