protected Enemy(EnemyData data, Rectangle levelBounds) : base(data) { if (data.Weapon != null) { if (data.Ranged) { CurrentWeapon = new ProjectileWeapon(data.Weapon, this); } else { CurrentWeapon = new MeleeWeapon(data.Weapon, this); } } Difficulty = data.Difficulty; _idealRange = data.IdealRange; }
protected Enemy(EnemyData data, Rectangle levelBounds) : base(data.PhysicalData) { if (data.MeleeWeaponName != null) _meleeWeapon = new MeleeWeapon(data.MeleeWeaponName, this); }