Esempio n. 1
0
        //Base class for each individual class!
        protected PlayerClass()
        {
            HotBar.RefreshHotbar();
            HotBar.RefreshPassives();
            HotBar.UpdateRepeatAbilityTimes();

            Skill healthPotionSkill = new DrinkHealthPotion();

            AbilityLogicConditions.CreateAbilityLogicConditions(ref healthPotionSkill);
            HealthPotionAbility = (DrinkHealthPotion)healthPotionSkill;

            LastUsedAbility = DefaultAttack;
            PowerPrime      = DefaultAttack;
            Logger.DBLog.InfoFormat("[Funky] Finished Creating Player Class");
        }
Esempio n. 2
0
        //Base class for each individual class!
        protected PlayerClass()
        {
            Hotbar.RefreshHotbar();
            Hotbar.RefreshPassives();

            Skill healthPotionSkill = new DrinkHealthPotion();

            healthPotionSkill.Initialize();
            Skill.CreateSkillLogicConditions(ref healthPotionSkill);
            HealthPotionAbility = (DrinkHealthPotion)healthPotionSkill;



            Equipment.RefreshEquippedItemsList();

            Hotbar.OnSkillsChanged += HotbarSkillsChangedHandler;

            Logger.DBLog.InfoFormat("[Funky] Finished Creating Player Class");
        }