public Entity(IClanInfo myClan, SpawnStats stats, IVisionSense visionSense)
        {
            ClanInfo   = myClan;
            Id         = stats.Id;
            Health     = stats.Health;
            _maxHealth = Health;
            Damage     = stats.Damage;
            Defence    = stats.Defence;

            _visionSense = visionSense;
        }
 public Soldier(IClanInfo myClan, SpawnStats stats, IVisionSense visionSense) : base(myClan, stats, visionSense)
 {
     _willingnessToAttactk = _rnd.Next(Behaviour.SOLDIER_MINIMAL_WILLIGNESS_TO_ATTACK, 100);
 }
Exemple #3
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 public Outpost(IClanInfo myClan, SpawnStats stats, IVisionSense visionSense, int spawnTreshold) : base(myClan, stats, visionSense, spawnTreshold)
 {
     // Empty
 }
 public Headquarter(IClanInfo myClan, SpawnStats stats, IVisionSense visionSense, int spawnTreshold) : base(myClan, stats, visionSense)
 {
     _spawnTreshold = spawnTreshold;
     InitializePossibleSpawns();
 }
 public Builder(IClanInfo myClan, SpawnStats stats, IVisionSense visionSense) : base(myClan, stats, visionSense)
 {
     // Empty
 }