public Player( int level, CharacterSheet characterSheet, CharacterLevelSheet characterLevelSheet, EquipmentItemSetEffectSheet equipmentItemSetEffectSheet ) : base( null, characterSheet, GameConfig.DefaultAvatarCharacterId, level) { Exp.Current = characterLevelSheet[level].Exp; Inventory = new Inventory(); worldInformation = null; weapon = null; armor = null; belt = null; necklace = null; ring = null; monsterMap = new CollectionMap(); eventMap = new CollectionMap(); hairIndex = 0; lensIndex = 0; earIndex = 0; tailIndex = 0; PostConstruction(characterLevelSheet, equipmentItemSetEffectSheet); }
public Player(AvatarState avatarState, Simulator simulator) : base( simulator, simulator.CharacterSheet, avatarState.characterId, avatarState.level) { if (simulator is null) { throw new ArgumentNullException(nameof(simulator)); } // FIXME 중복 코드 제거할 것 Exp.Current = avatarState.exp; Inventory = avatarState.inventory; worldInformation = avatarState.worldInformation; weapon = null; armor = null; belt = null; necklace = null; ring = null; monsterMap = new CollectionMap(); eventMap = new CollectionMap(); hairIndex = avatarState.hair; lensIndex = avatarState.lens; earIndex = avatarState.ear; tailIndex = avatarState.tail; PostConstruction(simulator.CharacterLevelSheet, simulator.EquipmentItemSetEffectSheet); }
public Player( AvatarState avatarState, CharacterSheet characterSheet, CharacterLevelSheet characterLevelSheet, EquipmentItemSetEffectSheet equipmentItemSetEffectSheet ) : base( null, characterSheet, avatarState.characterId, avatarState.level) { // FIXME 중복 코드 제거할 것 Exp.Current = avatarState.exp; Inventory = avatarState.inventory; worldInformation = avatarState.worldInformation; weapon = null; armor = null; belt = null; necklace = null; ring = null; monsterMap = new CollectionMap(); eventMap = new CollectionMap(); hairIndex = avatarState.hair; lensIndex = avatarState.lens; earIndex = avatarState.ear; tailIndex = avatarState.tail; PostConstruction(characterLevelSheet, equipmentItemSetEffectSheet); }
public void ResetItems(Nekoyume.Model.Item.Inventory inventory) { DeselectItemView(); RemoveItemsAll(); if (inventory is null) { return; } foreach (var item in inventory.Items) { AddItem(item.item, item.count); } State.SetValueAndForceNotify(State.Value); }
protected Player(Player value) : base(value) { Exp = (ExpData)value.Exp.Clone(); Inventory = value.Inventory; worldInformation = value.worldInformation; weapon = value.weapon; armor = value.armor; belt = value.belt; necklace = value.necklace; ring = value.ring; monsterMap = value.monsterMap; eventMap = value.eventMap; hairIndex = value.hairIndex; lensIndex = value.lensIndex; earIndex = value.earIndex; tailIndex = value.tailIndex; characterLevelSheet = value.characterLevelSheet; _costumes = value._costumes; _equipments = value._equipments; }
public Player(int level, TableSheets tableSheets) : base( null, tableSheets, GameConfig.DefaultAvatarCharacterId, level) { Exp.Current = 0; Inventory = new Inventory(); worldInformation = null; weapon = null; armor = null; belt = null; necklace = null; ring = null; monsterMap = new CollectionMap(); eventMap = new CollectionMap(); hairIndex = 0; lensIndex = 0; earIndex = 0; tailIndex = 0; PostConstruction(tableSheets); }
public Player(AvatarState avatarState, TableSheets tableSheets) : base( null, tableSheets, avatarState.characterId, avatarState.level) { // FIXME 중복 코드 제거할 것 Exp.Current = avatarState.exp; Inventory = avatarState.inventory; worldInformation = avatarState.worldInformation; weapon = null; armor = null; belt = null; necklace = null; ring = null; monsterMap = new CollectionMap(); eventMap = new CollectionMap(); hairIndex = avatarState.hair; lensIndex = avatarState.lens; earIndex = avatarState.ear; tailIndex = avatarState.tail; PostConstruction(tableSheets); }