public static GameEngine CreateGameEngine(GameState state, ICharacterBehavior characterBehavior = null, ISkillEngine skillEngine = null, IEffectEngine effectEngine = null) { characterBehavior = characterBehavior ?? new TestCharacterBehavior(); effectEngine = effectEngine ?? EffectEngine; skillEngine = skillEngine ?? new SkillEngine(effectEngine); return(new GameEngine(state, characterBehavior, skillEngine, effectEngine)); }
public Character(ICharacterBehavior behavior, string name, float maxHealth, float health, float speed, float physicalDamage, float magicalDamage, float physicalArmor, float magicalArmor) { Behavior = behavior; Name = name; MaxHealth = maxHealth; Health = health; Speed = speed; PhysicalDamage = physicalDamage; MagicalDamage = magicalDamage; PhysicalArmor = physicalArmor; MagicalArmor = magicalArmor; }
private Blueprint(string name, float maxHealth, float speed, float physicalDamage, float magicalDamage, float physicalArmor, float magicalArmor, ICharacterBehavior behavior, float maxHealthGrowth, float speedGrowth, float physicalDamageGrowth, float magicalDamageGrowth, float physicalArmorGrowth, float magicalArmorGrowth) { _name = name; _maxHealth = maxHealth; _speed = speed; _physicalDamage = physicalDamage; _magicalDamage = magicalDamage; _physicalArmor = physicalArmor; _magicalArmor = magicalArmor; _behavior = behavior; _maxHealthGrowth = maxHealthGrowth; _speedGrowth = speedGrowth; _physicalDamageGrowth = physicalDamageGrowth; _magicalDamageGrowth = magicalDamageGrowth; _physicalArmorGrowth = physicalArmorGrowth; _magicalArmorGrowth = magicalArmorGrowth; }
protected override void Start() { base.Start(); characterBehavior = new SimpleKeyboardMove(); }
protected override void Start() { base.Start(); characterBehavior = new MoveTowardsPlayer(); }