public BaseEnemy(EntityFactory.BaseEntityPattern _BaseEntityPattern, List <AttackStructure> _Attacks) : base(_BaseEntityPattern) { if (_Attacks == null || _Attacks.Count == 0) { _Attacks.Add(new AttackStructure()); } Attacks = _Attacks; }
public BaseEntity(EntityFactory.BaseEntityPattern _BaseEntityPattern) { // ILifeEntity EntityLifeState = _BaseEntityPattern.LifeEntity.EntityLifeState; MaxHealth = _BaseEntityPattern.LifeEntity.MaxHealth; Health = _BaseEntityPattern.LifeEntity.Health; // IAttackEntity HitDamage = _BaseEntityPattern.AttackEntity.HitDamage; NextAttack = _BaseEntityPattern.AttackEntity.NextAttack; BaseEffects = _BaseEntityPattern.AttackEntity.BaseEffects; EmmitableEffects = _BaseEntityPattern.AttackEntity.EmmitableEffects; IsStunned = _BaseEntityPattern.AttackEntity.IsStunned; }
public Slave(EntityFactory.BaseEntityPattern _BaseEntityPattern) : base(_BaseEntityPattern) { }
public Hero(EntityFactory.BaseEntityPattern _BaseEntityPattern) : base(_BaseEntityPattern) { }