public BaseCivNpc(int blockx) { if (blockx <= 0) { blockx = 0; } else if (blockx > SizeGeneratior.WorldWidth) { blockx = SizeGeneratior.WorldWidth - 1; } Position.X = blockx * Tile.TILE_MAX_SIZE; Position.Y = Program.Game.Dimension[Program.Game.CurrentDimension].MapHeight[blockx] * Tile.TILE_MAX_SIZE - Tile.TILE_MAX_SIZE * 3; Type = Program.Game.Rand.Next(2); Rect.Width = Width; WayPoint = Position.X; WayPoint += Program.Game.Rand.Next(-1, 1) * Tile.TILE_MAX_SIZE; Rect.Height = Height; Drop.Clear(); Drop.Add(new Item(1, 7)); for (var i = 0; i < 6; i++) { ClothesSkin[i] = new Clothes(); } Race = Race.Racelist[0]; }
public BaseCivNpc(int blockx, Race race, IReadOnlyList <Clothes> clslot, ColorScheme[] color) { Position.X = blockx * Tile.TILE_MAX_SIZE; if (blockx <= 0) { blockx = 0; } else if (blockx >= SizeGeneratior.WorldWidth) { blockx = SizeGeneratior.WorldWidth - 2; } Position.Y = Program.Game.Dimension[Program.Game.CurrentDimension].MapHeight[blockx] * Tile.TILE_MAX_SIZE - Tile.TILE_MAX_SIZE * 3; Type = Program.Game.Rand.Next(2); Rect.Width = Width; WayPoint = Position.X; for (var i = 0; i < 6; i++) { ClothesSkin[i] = clslot[i]; } Colors = color; WayPoint += Program.Game.Rand.Next(-1, 1) * Tile.TILE_MAX_SIZE; Rect.Height = Height; Drop.Clear(); Drop.Add(new Item(1, 7)); Race = race; }
public Pig(int blockx, Texture2D npcSkin) : base(blockx, new[] { npcSkin }) { WayPoint = Position.X; Width = 36; Height = 20; Drop.Clear(); Drop.Add(new Item(1, 54)); }
public Civilian(Vector2 positions, List <Dialog> dialog) { Position = positions; WayPoint = Position.X; WayPoint += Program.Game.Rand.Next(-Tile.TILE_MAX_SIZE, Tile.TILE_MAX_SIZE); Rect.Width = Width; Rect.Height = Height; Drop.Clear(); Drop.Add(new Item(1, 7)); Dialog = dialog; Activedialog = 0; }
public BaseCivNpc(Vector2 positions) { Position = positions; WayPoint = Position.X; WayPoint += Program.Game.Rand.Next(-Tile.TILE_MAX_SIZE, Tile.TILE_MAX_SIZE); Rect.Width = Width; Rect.Height = Height; Drop.Clear(); Drop.Add(new Item(1, 7)); for (var i = 0; i < 6; i++) { ClothesSkin[i] = new Clothes(); } Race = Race.Racelist[0]; }
public BaseCivNpc(Vector2 positions, Race race, IReadOnlyList <Clothes> clslot, ColorScheme[] color) { Position = positions; WayPoint = Position.X; Colors = color; Race = race; WayPoint += Program.Game.Rand.Next(-Tile.TILE_MAX_SIZE, Tile.TILE_MAX_SIZE); Rect.Width = Width; Rect.Height = Height; Drop.Clear(); Drop.Add(new Item(1, 7)); for (var i = 0; i < 6; i++) { ClothesSkin[i] = clslot[i]; } }