private void PostConstruction(CharacterLevelSheet levelSheet, EquipmentItemSetEffectSheet equipmentItemSetEffectSheet) { AttackCountMax = AttackCountHelper.GetCountMax(Level); characterLevelSheet = levelSheet; UpdateExp(); Equip(Inventory.Items, equipmentItemSetEffectSheet); }
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 EnemyPlayer(EnemyPlayerDigest enemyPlayerDigest, CharacterSheet characterSheet, CharacterLevelSheet levelSheet, EquipmentItemSetEffectSheet equipmentItemSetEffectSheet ) : base( enemyPlayerDigest.Level, characterSheet, levelSheet, equipmentItemSetEffectSheet) { NameWithHash = enemyPlayerDigest.NameWithHash; weapon = null; armor = null; belt = null; necklace = null; ring = null; monsterMap = new CollectionMap(); eventMap = new CollectionMap(); hairIndex = enemyPlayerDigest.HairIndex; lensIndex = enemyPlayerDigest.LensIndex; earIndex = enemyPlayerDigest.EarIndex; tailIndex = enemyPlayerDigest.TailIndex; equipments = enemyPlayerDigest.Equipments as List <Equipment>; costumes = enemyPlayerDigest.Costumes as List <Costume>; characterLevelSheet = levelSheet; AttackCountMax = AttackCountHelper.GetCountMax(Level); SetEquipmentStat(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); }
private void PostConstruction(TableSheets sheets) { AttackCountMax = AttackCountHelper.GetCountMax(Level); characterLevelSheet = sheets.CharacterLevelSheet; UpdateExp(); Equip(Inventory.Items, sheets.EquipmentItemSetEffectSheet); }
public StageSimulatorSheets( MaterialItemSheet materialItemSheet, SkillSheet skillSheet, SkillBuffSheet skillBuffSheet, BuffSheet buffSheet, CharacterSheet characterSheet, CharacterLevelSheet characterLevelSheet, EquipmentItemSetEffectSheet equipmentItemSetEffectSheet, StageSheet stageSheet, StageWaveSheet stageWaveSheet, EnemySkillSheet enemySkillSheet ) : base( materialItemSheet, skillSheet, skillBuffSheet, buffSheet, characterSheet, characterLevelSheet, equipmentItemSetEffectSheet ) { StageSheet = stageSheet; StageWaveSheet = stageWaveSheet; EnemySkillSheet = enemySkillSheet; }
public EnemyPlayer( int level, CharacterSheet characterSheet, CharacterLevelSheet characterLevelSheet, EquipmentItemSetEffectSheet equipmentItemSetEffectSheet ) : base( level, characterSheet, characterLevelSheet, equipmentItemSetEffectSheet ) { }
public EnemyPlayer( AvatarState avatarState, CharacterSheet characterSheet, CharacterLevelSheet characterLevelSheet, EquipmentItemSetEffectSheet equipmentItemSetEffectSheet ) : base( avatarState, characterSheet, characterLevelSheet, equipmentItemSetEffectSheet ) { }
protected SimulatorSheets( MaterialItemSheet materialItemSheet, SkillSheet skillSheet, SkillBuffSheet skillBuffSheet, BuffSheet buffSheet, CharacterSheet characterSheet, CharacterLevelSheet characterLevelSheet, EquipmentItemSetEffectSheet equipmentItemSetEffectSheet ) { MaterialItemSheet = materialItemSheet; SkillSheet = skillSheet; SkillBuffSheet = skillBuffSheet; BuffSheet = buffSheet; CharacterSheet = characterSheet; CharacterLevelSheet = characterLevelSheet; EquipmentItemSetEffectSheet = equipmentItemSetEffectSheet; }
protected Simulator( IRandom random, AvatarState avatarState, List <Guid> foods, SimulatorSheets simulatorSheets ) { Random = random; MaterialItemSheet = simulatorSheets.MaterialItemSheet; SkillSheet = simulatorSheets.SkillSheet; SkillBuffSheet = simulatorSheets.SkillBuffSheet; BuffSheet = simulatorSheets.BuffSheet; CharacterSheet = simulatorSheets.CharacterSheet; CharacterLevelSheet = simulatorSheets.CharacterLevelSheet; EquipmentItemSetEffectSheet = simulatorSheets.EquipmentItemSetEffectSheet; Log = new BattleLog(); Player = new Player(avatarState, this); Player.Use(foods); Player.Stats.EqualizeCurrentHPWithHP(); }
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 RankingSimulatorSheets( MaterialItemSheet materialItemSheet, SkillSheet skillSheet, SkillBuffSheet skillBuffSheet, BuffSheet buffSheet, CharacterSheet characterSheet, CharacterLevelSheet characterLevelSheet, EquipmentItemSetEffectSheet equipmentItemSetEffectSheet, WeeklyArenaRewardSheet weeklyArenaRewardSheet ) : base( materialItemSheet, skillSheet, skillBuffSheet, buffSheet, characterSheet, characterLevelSheet, equipmentItemSetEffectSheet ) { WeeklyArenaRewardSheet = weeklyArenaRewardSheet; }