//Base class for each individual class! protected PlayerClass() { HotBar.RefreshHotbar(); HotBar.RefreshPassives(); HotBar.UpdateRepeatAbilityTimes(); Skill healthPotionSkill = new DrinkHealthPotion(); AbilityLogicConditions.CreateAbilityLogicConditions(ref healthPotionSkill); HealthPotionAbility = (DrinkHealthPotion)healthPotionSkill; LastUsedAbility = DefaultAttack; PowerPrime = DefaultAttack; Logger.DBLog.InfoFormat("[Funky] Finished Creating Player Class"); }
//Base class for each individual class! protected PlayerClass() { Hotbar.RefreshHotbar(); Hotbar.RefreshPassives(); Skill healthPotionSkill = new DrinkHealthPotion(); healthPotionSkill.Initialize(); Skill.CreateSkillLogicConditions(ref healthPotionSkill); HealthPotionAbility = (DrinkHealthPotion)healthPotionSkill; Equipment.RefreshEquippedItemsList(); Hotbar.OnSkillsChanged += HotbarSkillsChangedHandler; Logger.DBLog.InfoFormat("[Funky] Finished Creating Player Class"); }