/// <summary>
        /// Crée un équipement passif à partir d'une liste de passifs, d'une liste de prix et d'un type.
        /// </summary>
        public static PassiveEquipmentModel Create(string name, EquipmentType type, int[] prices, List <Passive> passives)
        {
            var cst = GameServer.GetScene().Constants.Equip;
            PassiveEquipmentModel b = new PassiveEquipmentModel();

            b.Name = name;
            b.Type = type;
            var passiveAlts = CreatePassives(passives);

            for (int i = 0; i < 3; i++)
            {
                PassiveEquipmentUpgradeModel upgrade = new PassiveEquipmentUpgradeModel();
                upgrade.Cost = cst.EquipCost[prices[i]];
                upgrade.PassiveAlterations = passiveAlts[i];
                b.Upgrades.Add(upgrade);
            }
            return(b);
        }
Exemple #2
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 public Amulet(Entities.EntityHero owner, PassiveEquipmentModel model) : base(owner, model)
 {
 }
 public PassiveEquipment(Entities.EntityHero owner, PassiveEquipmentModel model)
 {
     Owner = owner;
     Model = model;
 }