//if (GameSetup.IsMpClient)
        //{
        //	using (System.IO.MemoryStream answerStream = new System.IO.MemoryStream())
        //	{
        //		using (System.IO.BinaryWriter w = new System.IO.BinaryWriter(answerStream))
        //		{
        //			w.Write(6);
        //			w.Write(Packed);
        //			w.Close();
        //		}
        //		ChampionsOfForest.Network.NetworkManager.SendLine(answerStream.ToArray(), ChampionsOfForest.Network.NetworkManager.Target.OnlyServer);
        //		answerStream.Close();
        //	}
        //}

        //}
        //public static ClientEnemyProgression Update(BoltEntity entity, float hp, int ar, int arred)
        //{
        //	if (EnemyManager.clinetProgressions.ContainsKey(entity))
        //	{
        //		var cp = EnemyManager.clinetProgressions[entity];
        //		cp.dynCEP = new DynamicClientEnemyProgression(hp,ar,arred)
        //		return cp;
        //	}
        //	return null;
        //}
        public void Update(BoltEntity entity, string enemyName, int level, float health, float damage, float maxHealth, long expBounty, int armor, int armorReduction, float Steadfast, int[] affixes)
        {
            Entity    = entity;
            EnemyName = enemyName;
            if (entity != null)
            {
                Packed = entity.networkId.PackedValue;
            }
            Level               = level;
            dynCEP              = new DynamicClientEnemyProgression(health, armor, armorReduction, damage);
            MaxHealth           = maxHealth;
            ExpBounty           = expBounty;
            this.Steadfast      = Steadfast;
            Affixes             = affixes;
            creationTime        = Time.time;
            dynamicCreationTime = Time.time;
        }
        /// <summary>
        /// host/singleplayer constructor
        /// </summary>
        /// <param name="tr"></param>
        public ClientEnemyProgression(Transform tr)
        {
            creationTime = Time.time;
            EnemyProgression p = tr.GetComponent <EnemyProgression>();

            if (p == null)
            {
                p = tr.GetComponentInChildren <EnemyProgression>();
            }
            if (p != null)
            {
                EnemyName = p.enemyName;
                dynCEP    = new DynamicClientEnemyProgression(p.extraHealth + p.HealthScript.Health, p.armor, p.armorReduction, p.DamageTotal);
                Level     = p.level;
                MaxHealth = p.maxHealth;
                ExpBounty = p.bounty;
                Steadfast = p.Steadfast;
                Affixes   = new int[p.abilities.Count];
                for (int i = 0; i < p.abilities.Count; i++)
                {
                    Affixes[i] = (int)p.abilities[i];
                }
            }
        }
 public void UpdateDynamic(float hp, int ar, int arred, float damage)
 {
     dynCEP = new DynamicClientEnemyProgression(hp, ar, arred, damage);
     dynamicCreationTime = Time.time;
 }