public Monster(int id) { Entities entity = new Entities(); GetsEffect = new Effect(); #region Mapping BasicMonster basic = (from p in entity.BasicMonsters where p.Id == id select p).Single(); Health = basic.Health; Armor = basic.Armor; Speed = (float)basic.Speed; Skill = basic.Skill; Model = basic.Model; Texture = basic.Texture; Money = basic.Money; Lvl = basic.Lvl; Name = basic.Name; Id = basic.Id; #endregion }
/// <summary> /// Deprecated Method for adding a new object to the Effects EntitySet. Consider using the .Add method of the associated ObjectSet<T> property instead. /// </summary> public void AddToEffects(Effect effect) { base.AddObject("Effects", effect); }
/// <summary> /// Create a new Effect object. /// </summary> /// <param name="id">Initial value of the Id property.</param> /// <param name="shockProbability">Initial value of the ShockProbability property.</param> /// <param name="shockTime">Initial value of the ShockTime property.</param> /// <param name="fireProbability">Initial value of the FireProbability property.</param> /// <param name="fireTime">Initial value of the FireTime property.</param> /// <param name="fireDamage">Initial value of the FireDamage property.</param> /// <param name="iceProbability">Initial value of the IceProbability property.</param> /// <param name="iceTime">Initial value of the IceTime property.</param> /// <param name="iceDamage">Initial value of the IceDamage property.</param> /// <param name="poisonProbability">Initial value of the PoisonProbability property.</param> /// <param name="poisonTime">Initial value of the PoisonTime property.</param> /// <param name="poisonDamage">Initial value of the PoisonDamage property.</param> public static Effect CreateEffect(global::System.Int32 id, global::System.Double shockProbability, global::System.Int32 shockTime, global::System.Double fireProbability, global::System.Int32 fireTime, global::System.Int32 fireDamage, global::System.Double iceProbability, global::System.Int32 iceTime, global::System.Int32 iceDamage, global::System.Double poisonProbability, global::System.Int32 poisonTime, global::System.Int32 poisonDamage) { Effect effect = new Effect(); effect.Id = id; effect.ShockProbability = shockProbability; effect.ShockTime = shockTime; effect.FireProbability = fireProbability; effect.FireTime = fireTime; effect.FireDamage = fireDamage; effect.IceProbability = iceProbability; effect.IceTime = iceTime; effect.IceDamage = iceDamage; effect.PoisonProbability = poisonProbability; effect.PoisonTime = poisonTime; effect.PoisonDamage = poisonDamage; return effect; }