public Armor(Sprite s, string iname2, string desc2, ItemSubType ist, ResistMap r, Card c1, Card c2) { sprite = s; this.iname = iname2; this.desc = desc2; this.type = ItemType.ARMOR; this.subType = ist; resist = r; cards.Add(c1); cards.Add(c2); }
public void refreshDamageMultMap() { //Debug.Log("Refreshing damage mult map"); List <ResistMap> list = new List <ResistMap>(); foreach (Buff b in buffs)//is there really no addAll? { list.Add(b.rMap); } // Debug.Log("head"); list.Add(head_a.resist); //Debug.Log("arm"); list.Add(arm_a.resist); //Debug.Log("chest"); list.Add(chest_a.resist); //Debug.Log("leg"); list.Add(leg_a.resist); //Debug.Log("feet"); list.Add(feet_a.resist); //Debug.Log("base"); list.Add(baseRMap); damMultMap = ResistMap.consolidate(list); Debug.Log("Refreshed dammultmap"); }