public CharacterActionListImpl(CharacterActionType type, KeyBindCommandGenerator generator, CharacterActionContainer owner) { Type = type; Generator = generator; //ListByOrder = new SortedDictionary<int, T>(); Owner = (ManagedCharacter)owner; }
private void Awake() { if (unitGuid != null) { ValueContainer = CharacterGenerationHandler.CreateCharacterValues(unitGuid); } else { ValueContainer = CharacterGenerationHandler.CreateCharacterValues(); } ActionContainer = gameObject.AddComponent <CharacterActionContainer>(); //same as above, later //generate or find classes from guid //generate or find attributes from guid //generate or find stats from guid //generate or find inventories from guid, including whats on the hotbar }