/// <summary> /// Creates a new Returnable Item. /// Textures and attributes of the Item are assigned by passed-in Type /// from list constructor (above) through a switch statement. /// </summary> /// <param name="type">Type of Returnable Item</param> public returnableItem(returnablesLIST.Type newType) { #region SWITCH FOR TYPE OF RETURNABLE switch (newType) { case returnablesLIST.Type.glass: type = newType; break; case returnablesLIST.Type.plastic: type = newType; break; case returnablesLIST.Type.can: type = newType; break; } #endregion }
/// <summary> /// This function creates a new character for use by the player, based on the /// parameters passed in from the "createCharacter" function in the /// "characterSelection" class. /// </summary> /// <param name="alcoholTolerance"></param> /// <param name="bodyOdor"></param> /// <param name="temperment"></param> /// <param name="courage"></param> /// <param name="speed"></param> /// <param name="clumsiness"></param> /// <param name="radial"></param> /// <param name="fuzz"></param> /// <param name="shaking"></param> /// <param name="handTexture"></param> public character(float alcoholTolerance, float bodyOdor, float temperment, float courage, int carryingCapacity, float speed, float clumsiness, string name, float radial, float fuzz, float shaking, Texture2D portrait) { DATA = new charactersData(alcoholTolerance, bodyOdor, temperment, courage, speed, clumsiness, name); VISUALS = new characterVisuals(radial, fuzz, shaking); INVENTORY = new returnablesLIST(carryingCapacity); VOUCHERS = new List<ticket>(); intoxicationLevel = 15; odorLevel = 25; energy = 100; wantedLevel = 1; cash = 0; this.carryingCapacity = carryingCapacity; face = portrait; ticketsValue = 0; score = 0; scoreThreshold = 15000; }